Display control method and device in game, equipment, medium and program product

By using target items to obtain object data and display threat indicators in tactical competitive games, the problem of unclear enemy situation prompts has been solved, realizing intelligent enemy situation assessment and tactical decision support, and improving the game experience and resource utilization efficiency.

CN121623306APending Publication Date: 2026-03-10GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-26
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

In tactical competitive games, the enemy situation information is often too simple and unclear, making it easy for novice players to be defeated, increasing the operational burden and wasting terminal device resources, resulting in a poor gaming experience.

Method used

By using target props, object data of the target virtual character is obtained, and threat information is determined using multi-dimensional data analysis algorithms. Threat icons associated with the threat information are displayed on the graphical user interface, providing dynamic enemy situation assessment and tactical decision support.

Benefits of technology

It achieves intelligent enemy situation assessment, improves interactive experience and strategy, reduces operational complexity, optimizes computing resource utilization efficiency, and enhances the game's fun and immersion.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a display control method and device in a game, equipment, a medium and a program product, and relates to the technical field of games. The display control method in the game comprises the steps of obtaining object data of a target virtual character in a target area in response to a use operation for a target prop; determining threat information of the target virtual character according to the object data, wherein the threat information is used for representing the danger degree of the target virtual character to the controlled virtual character; a threat identifier associated with the threat information is displayed on a graphical user interface. According to the invention, the strategy and interestingness of the game can be improved, and meanwhile, the interaction experience of the user is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, specifically to display control methods, devices, equipment, media, and program products in games. Background Technology

[0002] Tactical competitive games typically include core gameplay elements such as multiplayer battles, map exploration, and equipment collection, where players compete in real-time against each other in a virtual environment. In related technologies, the game system primarily provides enemy information to players through sound effects and location markers. The system also allows players to manually mark specific locations on the map to share tactical information. However, this approach only provides basic enemy awareness and cannot help players make accurate judgments. Furthermore, it leads to cumbersome user operations, requiring players to frequently switch between interfaces to view various information, increasing the operational burden. Additionally, the gameplay is monotonous, lacking dynamic tactical decision-making support, thus reducing the game's strategic depth and enjoyment. Summary of the Invention

[0003] In view of this, this disclosure provides a display control method, device, equipment, medium, and program product in games to solve problems such as unbalanced game experience and waste of terminal device resources in related technologies.

[0004] In a first aspect, this disclosure provides a display control method in a game, which provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of a virtual scene, and the game scene includes a controlled virtual character and a target virtual character. The display control method in the game includes: In response to the use of the target item, acquire the object data of the target virtual character within the target area; Threat information of the target virtual character is determined based on object data. The threat information is used to characterize the degree of danger that the target virtual character poses to the controlled virtual character. The graphical user interface displays threat identifiers associated with the threat information.

[0005] Secondly, this disclosure provides a display control device for a game, which provides a graphical user interface via a terminal. The graphical user interface displays at least a portion of a virtual scene, and the game scene includes a controlled virtual character and a target virtual character. The display control device for the game includes: The data acquisition module is used to acquire object data of the target virtual character within the target area in response to the use operation of the target prop; The threat determination module is used to determine the threat information of the target virtual character based on the object data, wherein the threat information is used to characterize the degree of danger posed by the target virtual character to the controlled virtual character; The identifier display module is used to display threat identifiers associated with the threat information in the graphical user interface.

[0006] Thirdly, this disclosure provides an electronic device, including a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the display control method in the game described in the first aspect or any corresponding embodiment.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer instructions for causing a computer to execute the display control method in a game described in the first aspect or any corresponding embodiment.

[0008] Fifthly, this disclosure provides a computer program product, including computer instructions for causing a computer to execute the display control method in a game as described in the first aspect or any corresponding embodiment.

[0009] The display control method in this disclosure acquires object data in response to the user's use of target items and determines the threat information of the target virtual character based on the object data. It then displays a threat icon associated with the threat information on the graphical user interface, which serves to alert the user to the degree of danger posed by the target virtual character to the controlled virtual character. As can be seen, this disclosure achieves intelligent enemy situation assessment by dynamically acquiring object data of the target virtual character and generating threat information, significantly improving the interactive experience. Players can intuitively understand the surrounding threat situation. Simultaneously, this solution enriches the tactical decision-making dimension of the game by displaying threat icons through the player's active use of target items, enhancing strategy and fun, while also improving the user's interactive experience. Furthermore, this solution employs efficient data processing and rendering algorithms, optimizing the efficiency of computing resource utilization and solving the computer domain problems of cumbersome data processing and excessive resource consumption in traditional solutions. Attached Figure Description

[0010] To more clearly illustrate the technical solutions in the specific embodiments or related technologies of this disclosure, the accompanying drawings used in the description of the specific embodiments or related technologies will be briefly introduced below. Obviously, the accompanying drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0011] Figure 1 This is a schematic diagram of a game system according to an embodiment of the present disclosure; Figure 2 This is a schematic flowchart of a first display control method in a game according to an embodiment of the present disclosure; Figure 3 This is a second flowchart illustrating a display control method in a game according to an embodiment of the present disclosure; Figure 4 This is a third flowchart illustrating a display control method in a game according to an embodiment of the present disclosure. Figure 5 This is a schematic diagram of a small map according to an embodiment of the present disclosure; Figure 6 This is a schematic diagram of the process for generating a target prop according to an embodiment of the present disclosure; Figure 7 This is a schematic diagram of the communication architecture between a game client and a game server according to an embodiment of this disclosure; Figure 8 This is a structural block diagram of a display control device in a game according to an embodiment of the present disclosure; Figure 9 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of the present disclosure. Detailed Implementation

[0012] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0013] It is understood that before using the technical solutions disclosed in the various embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.

[0014] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this disclosure, "a plurality of" means two or more, unless otherwise expressly specified.

[0015] In related technologies, while tactical competitive games can provide enemy situation alerts, the information they provide often only includes location information (such as footsteps or markers). The inventors of this application have found that existing technologies suffer from problems such as limited and unclear enemy situation alerts. Therefore, when novice players encounter high-level players, the novice is easily defeated, leading to a poor gaming experience and a substantial waste of the novice player's device resources.

[0016] As one optional application scenario of this disclosure embodiment, such as Figure 1 As shown, the game system may include at least one terminal device (which may be referred to as a terminal) and at least one game server. Figure 1 The exemplary game system shown includes a computer 101, a mobile terminal 102, and a game server 103, with terminal devices such as the computer 101 and mobile terminal 102 connected to the game server 103 via a network 110. The terminal devices have a game client installed; these devices can be smartphones, tablets, laptops, handheld computers, desktop computers, game consoles, smart TVs, smart wearable devices, in-vehicle terminals, VR (Virtual Reality) devices, AR (Augmented Reality) devices, etc. The game server 103 can be a standalone physical server, a server cluster, a distributed system, or a cloud server providing cloud services. The network 110 can be a wired or wireless network, and examples include, but are not limited to, the Internet, corporate intranets, local area networks, wide area networks, mobile communication networks, and combinations thereof.

[0017] According to an embodiment of this disclosure, a display control method in a game is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Also, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0018] This embodiment provides a display control method in a game, which provides a graphical user interface (GUI) through a terminal. The GUI displays at least a portion of a virtual scene, and the game scene includes a controlled virtual character and a target virtual character. The display control method in this embodiment can be used with the aforementioned terminal. Figure 2 This is a flowchart of a display control method in a game according to an embodiment of this disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S201: In response to the use operation of the target prop, obtain the object data of the target virtual character within the target area.

[0019] Specifically, the game system triggers the threat assessment function by detecting the player's interaction with the detection item (i.e. the target item), and collects comprehensive data information of the enemy character within a specified range to provide a data foundation for subsequent threat analysis.

[0020] Among them, target props refer to in-game items with specific functions or effects that are available for players to choose and use in the game; target areas refer to a specific area within the game world or game map; target virtual characters refer to one or more virtual characters in the game world that are detectable within the target area and conform to the effects of the target props, specifically, they can be hostile characters of the controlled virtual characters; object data refers to a structured data set used to define, describe, and manage the situation of target virtual characters and / or corresponding player situations.

[0021] The action of using a target item can be activated by the player through various interactive methods. Using a target item typically triggers the threat detection system, enabling it to begin assessing the strength and analyzing the threat posed by nearby enemy players.

[0022] In one alternative implementation, the action of using the target item can be a click action, whereby the player clicks the detection item icon in their inventory to activate the item. For example, in the game interface, if a player finds a radar scanner-shaped detection item in their inventory, when the player clicks the item, the system immediately responds and begins the threat detection process.

[0023] The target area can be a specific range centered on the controlled virtual character.

[0024] In an alternative implementation, the target area can be a circular area with a radius of 200 meters centered on the location of the controlled virtual character.

[0025] In an alternative implementation, the target area can be an irregular detection area that is dynamically adjusted based on terrain features. For example, in mountainous terrain, the threat detection system may adjust the detection area into a fan shape based on line-of-sight obstruction, detecting only enemy characters within the line of sight.

[0026] Among them, the object data of the target virtual character can be a multi-dimensional data set reflecting the game strength of the enemy player.

[0027] In an optional implementation, the object data of the target virtual character can be a data structure that includes comprehensive strength indicators such as historical rank, average damage per game, and kill efficiency. For example, the object data of the enemy player collected by the system is: {Rank: "Diamond II", Average damage per game: 1850, Number of kills in this game: 3, Survival time: 15 minutes}.

[0028] In an alternative implementation, the object data of the target virtual character can be anonymized data that has undergone privacy protection processing.

[0029] In one specific application, a player discovers a detection item in the game. When the player clicks to use the item, the system immediately scans all enemy players within a 200-meter radius of the player's character, acquiring their historical rank data, average damage per game, and current kill data, among other object data, to prepare for further threat analysis. In this embodiment, "user" generally refers to the player, and the game system can acquire object data from other players (not the current player) within a preset range. Specifically, in response to the player's action of using the target item, the terminal responds to the action and acquires the object data of the target virtual character within the target area from the game server in real time.

[0030] In some optional game scenarios, in response to a player's action of using a target item, object data of all target virtual characters in the current game is acquired. Target virtual characters are controlled by other players, while controlled virtual characters are controlled by the current player. Both target and controlled virtual characters can move within the game world if a target virtual character appears within a target area centered on a controlled virtual character. In the game scenario, target virtual characters can be enemies or adversaries of the controlled virtual characters. The controlled virtual character currently controlled by the player can engage in combat with target virtual characters controlled by other players. In this embodiment, the target item is a dynamic threat assessment item. In some game scenarios, after the game starts, multiple target items can be randomly generated at various locations in the game world. Under the current player's control, a controlled virtual character can acquire the target item at any location after reaching it.

[0031] Generally, in each game, a limited number of target items can be generated. In this embodiment, 3 to 5 target items can be spawned per game. By limiting the number of generated target items, this embodiment enhances the strategic depth and fun of the game, allowing players to decide which strategic resources (such as whether to carry and use target items) to use based on the limited number of inventory slots. At the start of each game, the number of target items is usually reset, and then target items are generated. When the maximum number (e.g., 5) is reached, no more target items are generated in that game. There is a minimum interval between any two of the above-mentioned locations, which can be 500 meters on the game map.

[0032] Step S202: Determine the threat information of the target virtual character based on the object data. The threat information is used to characterize the degree of danger posed by the target virtual character to the controlled virtual character.

[0033] Specifically, the system uses multi-dimensional data analysis algorithms to convert the collected enemy player data into quantitative threat assessment results, providing players with an intuitive comparison of enemy and friendly strength.

[0034] Threat information can be a comprehensive assessment indicator that quantifies the degree of danger posed by the enemy.

[0035] In this embodiment, the object data of the target virtual character within the target area is used as the basis for judging the degree of danger posed by the target virtual character to the controlled virtual character, thereby achieving an objective judgment of the degree of danger.

[0036] For players with higher game ranks and / or greater familiarity with the game and / or better game performance and / or better game results, the generated threat information generally indicates a higher level of danger. For players with lower game ranks and / or less familiarity with the game and / or poor game performance and / or poor game results, the generated threat information generally indicates a lower level of danger.

[0037] In an optional embodiment, in addition to determining the threat information based on the object data of the target virtual character, the object data of the controlled virtual character itself can also be taken into consideration. That is, the threat information of the target virtual character is determined based on the object data of the controlled virtual character and the object data of the target virtual character, which is the degree of threat of the target virtual character to the controlled virtual character.

[0038] Step S203: Display the threat identifier associated with the threat information in the graphical user interface.

[0039] Threat icons are graphical interface elements that visually display threat information. In this embodiment, threat icons can be used as a reminder of potential combat risks to the current player in the game world, enabling the player to be promptly informed of the level of danger posed by the target virtual character to the controlled virtual character. There are various types of threat icons, each representing a different level of danger. Specifically, different threat icons may refer to different colors, sizes, or shapes.

[0040] In an alternative implementation, the threat identifier can be a composite graphic marker with dynamic effects. For example, the identifier for a high-threat adversary not only displays a red dot but also has a pulsating scaling effect at a 1Hz frequency and a triangular warning border.

[0041] In an alternative implementation, the threat identifier can be a layered display mark with transparency that adjusts based on distance. For example, the threat identifier for a target virtual character within 50 meters of the controlled character is completely opaque, the identifier within 100 meters has a transparency of 70%, and the identifier within 200 meters has a transparency of 40%.

[0042] In an optional embodiment, the level of danger may include levels 1, 2, and 3, which increase in danger level sequentially (more levels can be set according to actual conditions). Different levels often correspond to different threat indicators. The warning effect of the warning information corresponding to level 1 is generally moderate, the warning effect of the warning information corresponding to level 2 is more obvious, and the warning effect of the warning information corresponding to level 3 is particularly obvious.

[0043] This disclosure provides a display control method in a game. In response to a user's use of a target item, object data is acquired, and threat information of the target virtual character is determined based on the object data. A threat icon associated with the threat information is then displayed on the graphical user interface. This threat icon serves to alert the user to the degree of danger posed by the target virtual character to the controlled virtual character. As can be seen, this disclosure achieves intelligent enemy situation assessment by dynamically acquiring object data of the target virtual character and generating threat information, significantly improving the interactive experience. Players can intuitively understand the surrounding threat situation. Simultaneously, this solution enriches the tactical decision-making dimension of the game by displaying threat icons through the player's active use of target items, enhancing strategy and fun, while also improving the user's interactive experience. Furthermore, this solution employs efficient data processing and rendering algorithms, optimizing the efficiency of computing resource utilization and solving the computer domain problems of cumbersome data processing and excessive resource consumption in traditional solutions.

[0044] In an alternative implementation, the target area is a designated region centered on the location of the controlled virtual character.

[0045] The specified range can be a circular area, specifically a circular area centered on the position of the controlled virtual character with a radius of a preset value (such as 200 meters).

[0046] By detecting the degree of danger posed by the target virtual character to the controlled virtual character within the target area, players' spatial awareness of the game world can be enhanced, thus improving the user's immersive experience.

[0047] In an alternative implementation, the specified range is determined based on the item attributes of the target item.

[0048] Specifically, the system dynamically calculates the effective range of threat detection based on the inherent attribute parameters of different detection tools, realizing the differentiated function design of the tools and providing players with diverse tactical options.

[0049] Among them, the item attributes of the target item can be a set of parameters that define the functional characteristics of the item.

[0050] Secondly, the item attributes of the target item usually determine the item's detection ability and usage effect, providing differentiated functional performance for items of different levels.

[0051] In an optional implementation, the target item's attributes can be a comprehensive attribute structure that includes detection level, accuracy coefficient, and energy consumption parameters. For example, the attributes of an advanced detection item are: {Detection level: 3, Accuracy coefficient: 0.95, Energy consumption: 20%, Detection range: 300 meters}.

[0052] In an alternative implementation, the item attributes of the target item can be configured as randomly generated variable attributes. For example, the same type of detection item may have different attributes in different game rounds, with the detection range of the item being 180 meters in one refresh and 220 meters in another.

[0053] In an alternative implementation, the target item's attributes can be an upgradeable dynamic attribute system. For example, players can upgrade the detection range of a basic detection item from 150 meters to 250 meters and increase its accuracy from 80% to 90% by consuming game resources.

[0054] This embodiment determines the specified range by the item attributes of the target item, which can enhance the strategy and exploration fun of the game world. This method not only optimizes the game balance and performance, but more importantly, it provides players with a rich and diverse gaming experience, deepening their understanding of the game world and their sense of immersion.

[0055] This embodiment provides a display control method in a game, which provides a graphical user interface (GUI) through a terminal. The GUI displays at least a portion of a virtual scene, and the game scene includes a controlled virtual character and a target virtual character. The display control method in this embodiment can be used with the aforementioned terminal. Figure 3 This is a flowchart of a display control method in a game according to an embodiment of this disclosure, such as... Figure 3 As shown, the process includes the following steps: Step S301: In response to a use operation on the target item, acquire object data of the target virtual character within the target area. For details, please refer to [link to details]. Figure 2 Step S201 of the illustrated embodiment will not be described again here.

[0056] Step S302: Determine the threat information of the target virtual character based on the object data. The threat information characterizes the degree of danger posed by the target virtual character to the controlled virtual character. For details, please refer to [link to relevant documentation]. Figure 2 Step S202 of the illustrated embodiment will not be described again here.

[0057] Step S303: Display the threat identifier associated with the threat information in the graphical user interface. For details, please refer to [link to relevant documentation]. Figure 2 Step S203 of the illustrated embodiment will not be described again here.

[0058] Step S304: When the display time of the threat icon in the graphical user interface reaches the preset duration, the threat icon is hidden.

[0059] The preset duration can be 5-8 seconds. The preset duration value can be configured according to the specific game scenario requirements. For example, the preset duration is 6 seconds. The display time of the threat icon can be different for different levels of danger. The higher the level of danger, the longer the threat icon can be displayed.

[0060] In an optional implementation, a timer start event is triggered when the threat icon is rendered in the graphical user interface and is within the user's visible area. The timer start event is used to monitor the current display duration of the threat icon in real time, and the monitoring result is compared with a preset duration. If the current display duration is greater than or equal to the preset duration, the threat icon is hidden; if the current display duration is less than the preset duration, the monitoring of the current display duration continues until it is greater than or equal to the preset duration.

[0061] In an optional implementation, a mapping table between hazard levels and preset durations can be predefined, with higher hazard levels corresponding to longer preset durations. For example, hazard levels can include levels 1, 2, and 3, which increase sequentially. In the mapping table, level 1 might correspond to a preset duration of 5 seconds, level 2 to 6 seconds, and level 3 to 7 seconds. This embodiment can store the mapping table in a database and retrieve the preset duration corresponding to the current hazard level through a database query.

[0062] While related technologies may employ methods such as automatically displaying enemy markers like footsteps or generating sound effects when a target virtual character or other enemy is nearby, the solution in this embodiment differs fundamentally from these technologies. This embodiment requires the player to "actively" use a target item. A threat marker is only displayed and a timer starts when the target item is used. The threat marker is hidden after a preset display time in the graphical user interface. Therefore, the player can only view the threat marker within the preset time after "actively" using the target item, meaning the player can only learn the level of danger posed by the target virtual character to the controlled virtual character within this timeframe. This enhances the game's strategic depth and playability, while also improving the user's interactive experience.

[0063] This embodiment hides threat icons after a preset display time, which can reduce visual interference caused by prolonged display of threat icons, simulate the natural fading of danger perception in the real world, enhance the sense of immersion in the game, guide players to develop a more acute game perception ability, and improve the player's gaming experience.

[0064] This embodiment provides a display control method in a game, which provides a graphical user interface (GUI) through a terminal. The GUI displays at least a portion of a virtual scene, and the game scene includes a controlled virtual character and a target virtual character. The display control method in this embodiment can be used with the aforementioned terminal. Figure 4 This is a flowchart of a display control method in a game according to an embodiment of this disclosure, such as... Figure 4 As shown, the process includes the following steps: Step S401: In response to the use operation of the target prop, obtain the object data of the target virtual character within the target area.

[0065] In this embodiment, step S401 includes: when the target item is currently in a non-cooling state, responding to the use operation of the target item, obtaining the object data of the target virtual character in the target area; and controlling the target item to enter a cooling state.

[0066] The target item has two states: a cooldown state and a non-cooldown state. Only when the target item is in a non-cooldown state can the user control the game system to obtain the object data of the target virtual character by using the target item.

[0067] Optionally, the game system determines whether a target item is in a cooldown or non-cooldown state based on a cooldown status indicator. When the cooldown status indicator is "non-cooldown," the user is allowed to operate the target item; when the cooldown status indicator is "cooldown," the user is not allowed to operate the target item. In practice, the target item's initial state can be non-cooldown. After the user operates the target item, the game system immediately controls or delays for a specified time (e.g., a few seconds) to switch the target item's state to cooldown, and automatically times the cooldown period. When the cooldown period reaches the cooldown threshold, the game system automatically triggers a state switching command, thereby switching the target item's state from cooldown to non-cooldown, and resetting the automatic timer to zero, awaiting the user's next operation on the target item.

[0068] In this embodiment, the cooldown threshold can be 120 seconds, meaning that the target item cannot be used again within 120 seconds after its initial use, regardless of whether a new target item has been obtained. In other words, the player is only allowed to use the target item once every 120 seconds, and the length of the energy bar displayed in the graphical user interface is controlled to decrease.

[0069] In this embodiment, each time a user uses a target item, it consumes the energy value corresponding to the controlled virtual character. This is communicated to the user by reducing the length of the energy bar displayed on the game interface. For example, each time a user uses a target item, it consumes 15% of the controlled virtual character's maximum energy value.

[0070] The display control method in the game provided in this embodiment achieves the effect of balanced control of game functions by controlling the usage time of target props, preventing function abuse and maintaining the fairness of game competition, and further enhancing the user's experience of the game process.

[0071] Step S402: Determine the threat information of the target virtual character based on the object data. The threat information characterizes the degree of danger posed by the target virtual character to the controlled virtual character. For details, please refer to [link to relevant documentation]. Figure 2 Step S202 of the illustrated embodiment will not be described again here.

[0072] Step S403: Display the threat identifier associated with the threat information in the graphical user interface. For details, please refer to [link to relevant documentation]. Figure 2 Step S203 of the illustrated embodiment will not be described again here.

[0073] In one optional implementation, the object data includes at least one of the following: the player's historical game data corresponding to the target virtual character, and the player's game data in the current game corresponding to the target virtual character.

[0074] In this embodiment, the object data includes player profile data and match statistics. Player profile data includes the historical game data of the player corresponding to the target virtual character, and match statistics may include the game data of the player corresponding to the target virtual character in the current game. Player profile data refers to a dataset that includes the player's personal identity and historical behavior related to the game, while match statistics refer to a dataset that includes the player's game performance and game results in a single or multiple games.

[0075] Based on the analysis of the historical game data of the player corresponding to the target virtual character and the player's current game data, this embodiment can accurately determine the danger level of the target virtual character, thereby issuing more targeted warnings. It is evident that this embodiment can comprehensively analyze the situation of other players through the above method, thus providing more accurate prompts to the current player, resulting in a better player experience in the current game.

[0076] In one optional implementation, historical game data includes at least one of the following: historical rank data, historical damage data, and historical kill data; current game data includes at least one of the following: current kill data and current survival time data.

[0077] Historical rank data refers to a player's highest or average rank achieved in a past season or phase. It typically includes the rank trajectory for the entire season, the season's final result, or the highest historical rank.

[0078] Historical damage data records the amount of damage a player character has dealt in a game, including total damage, average damage, damage type distribution, and key combat performances.

[0079] Historical kill data is a statistic of the number of enemy units a player has killed in a game. It typically includes the type of kill, the method of kill, and key combat data.

[0080] Current kill data, the number of kills a player has achieved in the current game or round, can be displayed in real time on the game interface.

[0081] Current survival time data: The length of time a player character has survived in the current game from the start to the current point in time. This embodiment takes into account the above-mentioned various types of object data, which can improve the accuracy of threat information judgment of target virtual characters, thereby displaying threat identifiers that perfectly match the actual level of danger.

[0082] In an optional implementation, the threat information includes a threat value; determining the threat information of the target virtual character based on the object data includes steps a1 and a2.

[0083] Step a1: Determine the corresponding sub-item values ​​for each of the multiple data items in the object data.

[0084] In this embodiment, the multiple data items in the object data include, but are not limited to, historical rank data, average damage data, and kill efficiency data (which can also be called win rate data). In this embodiment, the sub-item value corresponding to the historical rank data is s1, the sub-item value corresponding to the average damage data is s2, and the sub-item value corresponding to the kill efficiency data is s3. Each data item has a corresponding sub-item value. The value of the data item itself can be mapped to a sub-item value within a specified range (such as between 0 and 1) through normalization processing based on the value of the data item itself.

[0085] Step a2: Based on the weight coefficients corresponding to the multiple data items, the sub-item values ​​are weighted and calculated to obtain the threat value.

[0086] Taking several data items in the object data, specifically historical rank data, average damage per game data, and kill efficiency data, as an example, assuming the weighting coefficient for historical rank data is w1, the weighting coefficient for average damage per game data is w2, and the weighting coefficient for kill efficiency data is w3, for example, w1 is 40%, w2 is 30%, and w3 is 30%, the threat value = w1×s1 + w2×s2 + w3×s3. Based on the previous example, the threat value can be controlled within the range of 0 and 1. In this embodiment, the higher the threat value, the higher the level of danger.

[0087] Taking the danger levels as an example, which include levels 1, 2, and 3 from low to high, if the threat value is less than 0.3, the danger level is level 1; if the threat value is greater than or equal to 0.3 and less than 0.7, the danger level is level 2; and if the threat value is greater than or equal to 0.7 and less than or equal to 1, the danger level is level 3.

[0088] The display control method in the game provided in this embodiment maps the object data of the target virtual character to a single threat value, realizing a comprehensive quantitative analysis of the danger level of the target virtual character, providing an accurate and objective basis for determining the specific content of the threat identifier, and significantly improving the accuracy of the threat identifier.

[0089] In an optional implementation, the display attributes of the threat identifier are determined based on the threat information, and the display attributes include at least one of the following: size attribute, color attribute, and dynamic effect attribute.

[0090] Among them, dynamic effect attributes include at least one of the following: pulsation effect, blinking effect, and border effect.

[0091] Taking size attributes as an example, threat markers are displayed on the minimap based on the number of pixels representing targets. The number of targets is generally positively correlated with the level of danger; that is, the higher the danger level, the more targets there are, and the threat marker can be considered an enemy marker, which is generally larger. Conversely, the lower the danger level, the fewer targets there are, and the smaller the enemy marker is. Taking danger levels 1, 2, and 3 (from low to high) as an example, the number of targets includes a first preset number, a second preset number, and a third preset number (from few to many). The larger the number of targets, the larger the size of the enemy marker. In this embodiment, if the danger level is 1, the corresponding number of targets is the first preset number; if the danger level is 2, the corresponding number of targets is the second preset number; and if the danger level is 3, the corresponding number of targets is the third preset number. The specific values ​​of the first, second, and third preset numbers can be 8, 15, and 25, respectively, and the color of the enemy marker can be red or other conspicuous colors. Taking Level 1 as an example, the enemy marker formed by the first preset number of pixels is displayed as a red dot formed by 8 pixels (px). In this embodiment, the specific values ​​of the first preset number, the second preset number, and the third preset number are not limited, and can be reasonably set according to the resolution of the terminal's display screen.

[0092] Taking dynamic effect attributes as an example, dynamic effect attributes include scaling effect attributes. In this embodiment, the threat identifier can be controlled to scale according to a first target frequency, and / or to flash according to a second target frequency. The first target frequency is positively correlated with the level of danger, and the second target frequency is also positively correlated with the level of danger. In this embodiment, the specific ranges of the first and second target frequencies are set according to actual conditions. For example, the range of the first target frequency can be 0.5 Hz to 10 Hz, and the range of the second target frequency can be 5 Hz to 15 Hz. Referring to the aforementioned example, if the danger level is level 1, the range of the first target frequency is controlled to be 0.5 Hz, and the range of the second target frequency is controlled to be 5 Hz; if the danger level is level 2, the range of the first target frequency is controlled to be 1 Hz, and the range of the second target frequency is controlled to be 10 Hz; if the danger level is level 3, the range of the first target frequency is controlled to be 10 Hz, and the range of the second target frequency is controlled to be 15 Hz. Threat identifier scaling refers to the threat identifier's size repeatedly increasing and decreasing, and threat identifier flashing refers to the threat identifier's brightness repeatedly changing and / or its external emission repeatedly appearing. In radar charts, threat markers that change size, brightness, or external glow serve as visual alerts. For example, in dynamic effects attributes, border effects display warning markers around enemy markers. On the minimap of a game map, warning markers are also visual alerts; these markers can be closed triangles or other shapes (such as square markers).

[0093] like Figure 5 As shown, a minimap 502 is displayed in the game interface 501 of the terminal device (the background of the minimap 502 can display rivers, roads, or buildings in the game world). In the minimap 502, the position of the controlled virtual character is indicated by the arrow tip marker 503, and the arrow tip marker 503 can be displayed in the center of the minimap 502. Figure 5The threat markers shown include a first marker 504, a second marker 505, and a third marker 506, with sizes increasing sequentially. Specifically, the first marker 504 is smaller, and the third marker 506 is larger. This indicates that the target virtual character corresponding to the first marker 504 poses a smaller threat than the target virtual characters corresponding to the second and third markers 505, while the target virtual character corresponding to the third marker 506 poses a greater threat than the target virtual characters corresponding to the first and second markers 505. Since the target virtual character corresponding to the second marker 505 poses a greater threat than the target virtual character corresponding to the first marker 504, this embodiment also includes a blinking effect 507 on the second marker 505. Furthermore, since the target virtual character corresponding to the third marker 506 poses a greater threat than the target virtual character corresponding to the second marker 505, this embodiment also includes a blinking effect 507 on the second marker 505. In this embodiment, a closed triangular warning marker 508 is set around the third marker 506. Compared with the first marker 504, the second marker 505 and the third marker 506 are more prominent in the minimap, so as to prompt the user that the target virtual character corresponding to the second marker 505 and the third marker 506 poses a greater threat to the controlled virtual character.

[0094] This embodiment marks target virtual characters on the minimap using threat icons of a certain size. The greater the threat level of the target virtual character, the larger the threat icon; conversely, the smaller the threat level, the smaller the threat icon. This embodiment effectively provides real-time visual indicators of the relative strength levels of nearby players, thus better addressing asymmetrical combat caused by strength differences between players. It offers users an intuitive display of enemy danger levels, achieving threat value visualization and providing a better user experience.

[0095] This embodiment uses the scaling and flashing of threat indicators to more prominently alert the user to the enemy's situation. By controlling the frequency of the first target and the frequency of the second target, it more intuitively highlights the level of danger, making it easier for the current user to understand the danger level of the target virtual character.

[0096] For virtual targets posing a high threat, this embodiment can use warning markers for identification. This method makes it easier for users to notice enemy targets that pose a high threat, allowing them to make decisions to move away from high-threat targets earlier, improving user experience and reducing waste of terminal device resources. In conjunction with the aforementioned embodiments, this embodiment can dynamically control the size, scaling frequency, flashing frequency, or warning marker rendering parameters of threat markers based on the threat value for enemies or opponents with different threat levels, resulting in different visual appearances on the minimap. The higher the danger level, the stronger the warning effect, reducing errors caused by users' subjective judgment of threat levels, improving the accuracy of threat level assessment, and providing an objective basis for users' operational decisions.

[0097] Optionally, the terminal can also issue an auditory alert while displaying the threat icon. The auditory alert includes vibration and / or sound alerts. The higher the level of danger, the stronger the vibration alert tends to be. Sound alerts include sound effects, such as sounds within the target frequency range. The target frequency range is positively correlated with the level of danger corresponding to the threat level, and sound effects within the target frequency range constitute auditory alerts.

[0098] Specifically, the target frequency range is the range of human hearing, which can be from 20 Hz to 20,000 Hz. In this embodiment, the higher the threat level corresponding to the degree of danger, the higher the frequency of the sound effect can be.

[0099] This embodiment combines auditory alerts to provide enemy situation information, thus alerting the player more promptly and comprehensively. This provides the player with comprehensive and objective information for timely decision-making and action, resulting in a better gaming experience and avoiding unnecessary resource waste. This embodiment can also combine vibration alerts to provide enemy situation information, further enhancing the player's experience and preventing unnecessary resource waste.

[0100] In an optional implementation, the graphical user interface displays a minimap corresponding to the virtual scene, with threat indicators displayed on the minimap.

[0101] The minimap serves as a radar map of the game world, with threat icons acting as a form of threat indicator. Threat icons are displayed on the minimap as visually represented red dots indicating threat levels, providing a single, visual representation of the threat value. Displaying threat icons on the minimap visually alerts the player.

[0102] In an alternative implementation, the display location of the threat icon on the minimap is determined based on the location of the target virtual character in the game scene.

[0103] In this embodiment, after determining the location of the target virtual character in the game scene, the display position of the controlled virtual character is usually set to the center of the minimap, and the display position of the threat icon corresponding to the target virtual character is displayed around the location of the controlled virtual character in the minimap.

[0104] In this embodiment, the location of the threat icon on the minimap is used as a reference when determining its placement. Players can focus their attention on the target area on the minimap, thus more effectively alerting them to the relative position of the target virtual character compared to the controlled virtual character. This method of displaying the threat icon on the minimap helps players quickly determine the location of the target virtual character, enhancing the user's gaming experience.

[0105] In an optional implementation, the display control method in the game further includes: Step b1: Generate the target item in the virtual scene.

[0106] This embodiment can generate multiple target items at different locations in a virtual scene / game world. The target items can be generated randomly, and the types of target items are often multiple categories that correspond one-to-one with different levels of danger.

[0107] Step b2: Respond to the trigger operation for the target item in the virtual scene and obtain the target item.

[0108] Once the controlled virtual character reaches the location of the target item under the current player's control, it can obtain the target item by responding to the trigger action for the target item.

[0109] Based on the aforementioned target item approach, this embodiment helps to significantly stimulate players' enjoyment of exploring the game world and assists players in more flexibly specifying tactics and plans, thereby enhancing players' deep perception of the game world and their gaming experience.

[0110] In an optional implementation, the display control method in the game further includes: deducting a preset energy value of the controlled virtual character or a preset resource value of the player corresponding to the controlled virtual character in response to the use of a target item.

[0111] The preset energy value or preset resource value is displayed in the graphical user interface as an energy bar.

[0112] In this embodiment, the user is reminded that the preset energy value or preset resource value of the controlled virtual character has been deducted after using the target item by reducing the length of the displayed energy bar on the graphical user interface.

[0113] By deducting preset energy values ​​from the controlled virtual character or preset resource values ​​from the player corresponding to the controlled virtual character, this embodiment can also effectively balance game resources, avoid the abuse of target items, ensure the fairness of the game, and improve the player's gaming experience.

[0114] In an optional implementation, the threat information includes a threat value, and the display control method in the game further includes: when the current threat value of the target virtual character is greater than or equal to a threat threshold, determining that the threat identifier associated with the current threat value is a threat identifier associated with a first threat value, wherein the first threat value is less than the threat threshold.

[0115] In this embodiment, it is determined whether the current threat value of any target virtual character has reached the threat threshold. If the threat value has not reached the threat threshold, the corresponding threat identifier is displayed based on the degree of danger as in the previous embodiment. If the threat value has reached the threat threshold, the threat identifier associated with the first threat value is displayed.

[0116] Based on the aforementioned embodiments, the danger level corresponding to the first threat value is level 1, and the threat identifier associated with the first threat value is the threat identifier corresponding to level 1 danger. The threat threshold can be 0.85. When another player's threat value is >0.85, signal blocking is automatically activated, and the threat is displayed as level 1 threat in other players' radars.

[0117] This embodiment, based on the above method, can create a richer and more layered gaming environment, allowing the game to maintain its long-term appeal in multiple dimensions such as technology, strategy, and psychology, thereby enabling expert counterattacks.

[0118] In an optional implementation, the display control method in the game further includes: uploading target data to the game server at a preset synchronization frequency, the target data including threat attribute information corresponding to the controlled virtual character and the location information of the controlled virtual character in the game map.

[0119] Each terminal communicates with the game server and uploads target data. The preset synchronization frequency can be a relatively high data synchronization frequency to achieve real-time data synchronization. Specifically, the preset synchronization frequency is at least 10 Hz, meaning that at least 10 target data synchronizations can be performed per second.

[0120] For each terminal that is currently playing the game and controlled by the player, it is necessary to upload the threat attribute information of the controlled virtual character and the location information of the controlled virtual character in the game map to the game server.

[0121] The display control method in the game provided in this embodiment is based on high-frequency synchronization of threat attribute information and location information with the game server to ensure that this information on the game server is up-to-date. After a player uses a target item, the system can provide that player with timely and accurate information on the threat status of the target virtual character within a certain area, providing data support for the use of the visual threat perception intuition function and significantly improving the reliability of the display control function in the game.

[0122] The display control method in the game provided in this embodiment is a battlefield information visualization method based on dynamic threat assessment. The method may include an item generation process, a strength assessment process, a visualization rendering process, a balance control process, and a data synchronization process.

[0123] like Figure 6 As shown, the prop generation process in this embodiment can be implemented based on the Poisson Disk Sampling algorithm, and the process may include, but is not limited to, steps S601 to S604.

[0124] Step S601, Initialize map grid: Grid the game map (specifically a two-dimensional planar map in this embodiment), and the size of each grid cell can be 1 meter × 1 meter in the game map.

[0125] Step S602, randomly generate the first item drop point: the first item drop point is a location in the target location on the game map, and add the information of the first item drop point to the activation list (used to record item drop points).

[0126] Step S603, Update map grid: This excludes other grids within a 500-meter radius of the first item drop point.

[0127] Step S604: Randomly generate a second item drop point in the new map grid and add the current item drop point information to the activation list. Then, return to step S603 until the generated items reach the maximum number for this game. For battle royale games in competitive games, the target location is within the safe zone on the game map (a game map area that will not be attacked by other virtual characters), meaning that the aforementioned multiple item drop points can be determined within the safe zone.

[0128] In this embodiment, the strength assessment process specifically includes: real-time calculation of the threat level (e.g., level 1, level 2, level 3) of the target virtual character corresponding to a player within a 200-meter range. Specifically, the terminal collects real-time player data from the entire battlefield (including historical rank data, average damage data, and kill efficiency data) by communicating with the game server. In an optional implementation, data of players within the target area (200-meter range) can be collected only; for each player within the target area, the corresponding threat value is calculated; threat value = (rank coefficient × 0.4) + (average damage × 0.3) + (win rate × 0.3).

[0129] Table 1 illustrates the data categories, weights, and data sources.

[0130]

[0131] Table 1 In this embodiment, the visualization rendering process specifically includes: dynamically rendering threat markers on the player UI (User Interface) and minimap, and activating the threat visualization system used in this embodiment when a player enters the detection range (e.g., 200 meters).

[0132] This embodiment can render main visual effects and dynamic effects through a threat visualization system. The main visual effects include enemy markers formed by a first preset number of pixels, a second preset number of pixels, and a third preset number of pixels. The dynamic effects specifically include pulsed scaling according to a first target frequency, a blinking effect according to a second target frequency, and a triangular border. Furthermore, sound cues can be combined with the main visual effects and dynamic effects, including low-frequency humming and alarm sounds.

[0133] Table 2 illustrates the main visual effects, dynamic effects, and sound cues corresponding to different threat levels. In this embodiment, the balance control process specifically includes usage restrictions: after a single use of a target item, it cannot be used again within 120 seconds, and using an item consumes 15% of the energy bar. This approach prevents function abuse and maintains competitive fairness.

[0134]

[0135] Table 2 like Figure 7 As shown, in this embodiment, the data synchronization process specifically includes a first synchronization process based on TCP (Transmission Control Protocol) and a second synchronization process based on UDP (User Datagram Protocol).

[0136] Specifically, the first synchronization process generally occurs during the initial synchronization phase of the game, and can be synchronized once per game. Based on TCP, initial TCP data such as player IDs (Identity Documents) and basic game data are synchronized from the game server to the database server. In this embodiment, the database server and the game server are connected. The second synchronization process is often a real-time data synchronization process, where the data synchronization frequency is 10Hz, or 10 times per second. Each terminal running a game client sends the coordinates (location information) and threat value (threat attribute information) of the virtual character to the game server in real time via UDP after the game starts. The game client deploys a game rendering engine, and the aforementioned threat visualization system is set within the game rendering engine. The game server deploys a battlefield status manager to manage the location and status of target items (such as whether they have been acquired or used).

[0137] Table 3 illustrates the first and second synchronization processes described above.

[0138]

[0139] Table 3 This embodiment also provides a display control device in a game, which is a threat visualization system and can be set in the game rendering engine of the game client. This display control device in the game is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the apparatus described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0140] This embodiment provides a display control device for a game, which provides a graphical user interface through a terminal. The graphical user interface displays at least a portion of the virtual scene, and the game scene includes a controlled virtual character and a target virtual character.

[0141] like Figure 8 As shown, the display control device includes a data acquisition module 801, a threat determination module 802, and an identification display module 803.

[0142] The data acquisition module 801 is used to acquire object data of the target virtual character within the target area in response to the use operation of the target prop.

[0143] The threat determination module 802 is used to determine the threat information of the target virtual character based on the object data. The threat information is used to characterize the degree of danger that the target virtual character poses to the controlled virtual character.

[0144] The identifier display module 803 is used to display threat identifiers associated with threat information in a graphical user interface.

[0145] In an alternative implementation, the target area is a designated region centered on the location of the controlled virtual character.

[0146] In an alternative implementation, the specified range is determined based on the item attributes of the target item.

[0147] In an optional embodiment, the display control device includes: The threat identification hiding module is used to hide threat identifications when the display time of threat identifications in the graphical user interface reaches a preset duration.

[0148] In an optional implementation, the data acquisition module 801 is specifically used to respond to the use operation of the target item when the target item is currently in a non-cooldown state, acquire the object data of the target virtual character in the target area, and control the target item to enter a cooldown state.

[0149] In one optional implementation, the object data includes at least one of the following: the player's historical game data corresponding to the target virtual character, and the player's game data in the current game corresponding to the target virtual character.

[0150] In one optional implementation, historical game data includes at least one of the following: historical rank data, historical damage data, and historical kill data; current game data includes at least one of the following: current kill data and current survival time data.

[0151] In an optional implementation, the threat information includes a threat value, and the threat determination module 802 includes a component value determination module and a threat value determination module.

[0152] The component value determination module is used to determine the corresponding component values ​​for each of the multiple data items in the object data.

[0153] The threat value determination module is used to calculate the threat value by weighting the sub-item values ​​according to the weight coefficients corresponding to multiple data items.

[0154] In an optional implementation, the display attributes of the threat identifier are determined based on the threat information, and the display attributes include at least one of the following: size attribute, color attribute, and dynamic effect attribute.

[0155] In an optional implementation, the graphical user interface displays a minimap corresponding to the virtual scene, with threat indicators displayed on the minimap.

[0156] In an alternative implementation, the display location of the threat icon on the minimap is determined based on the location of the target virtual character in the game scene.

[0157] In an optional implementation, the display control device further includes an item generation module and an item acquisition module.

[0158] The prop generation module is used to generate target props in a virtual scene.

[0159] The item acquisition module is used to respond to triggered operations for target items in the virtual scene and obtain the target items.

[0160] In an optional embodiment, the display control device further includes: The resource deduction module is used to deduct the preset energy value of the controlled virtual character or the preset resource value of the player corresponding to the controlled virtual character in response to the use of the target item.

[0161] In an alternative implementation, the threat information includes a threat value.

[0162] The display control device also includes an identifier locking module, which is used to determine the threat identifier associated with the current threat value as the threat identifier associated with the first threat value when the current threat value of the target virtual character is greater than or equal to the threat threshold, wherein the first threat value is less than the threat threshold.

[0163] The display control device in the game provided in this disclosure can execute the display control method in the game provided in any embodiment of this disclosure, and has the corresponding functional modules and beneficial effects for executing the method. Further functional descriptions of the various modules and units described above are the same as those in the corresponding embodiments described above, and will not be repeated here.

[0164] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.

[0165] The following is a detailed reference. Figure 9The diagram illustrates a structural schematic suitable for implementing an electronic device according to embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 901, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 902 or a program loaded from memory 908 into random access memory (RAM) 903. The RAM 903 also stores various programs and data required for the operation of the electronic device. The processor 901, ROM 902, and RAM 903 are interconnected via a bus 904. An input / output (I / O) interface 905 is also connected to the bus 904.

[0166] Typically, the following devices can be connected to I / O interface 905: input devices 906 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 907 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 908 including, for example, magnetic tapes, hard disks, etc.; and communication devices 909. Communication device 909 allows electronic devices to exchange data via wireless or wired communication with other devices. Although Figure 9 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.

[0167] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device 909, or installed from a memory 908, or installed from a ROM 902. When the computer program is executed by the processor 901, it performs the functions defined in the display control method in a game according to embodiments of this disclosure.

[0168] Figure 9 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.

[0169] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as computer code that can be recorded on a storage medium, or implemented as computer code downloaded over a network and originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium can also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code. When the software or computer code is accessed and executed by the computer, processor, or hardware, the display control method in the game shown in the above embodiments is implemented.

[0170] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.

[0171] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.

Claims

1. A display control method in a game, characterized by, The method comprises the following steps: The method comprises the following steps: The method comprises the following steps: The method comprises the following steps:

2. The method of claim 1, wherein, The method comprises the following steps:

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A display control device in a game, characterized by comprising: A terminal provides a graphical user interface, which displays at least part of a virtual scene, the game scene including a controlled virtual character and a target virtual character; the apparatus includes: a data acquisition module configured to acquire object data of the target virtual character in a target region in response to a use operation on a target prop; a threat determination module configured to determine threat information of the target virtual character according to the object data, the threat information being used to represent a dangerous degree of the target virtual character to the controlled virtual character; an identification display module configured to display a threat identification associated with the threat information on the graphical user interface.

16. An electronic device, comprising: comprising: a memory and a processor, which are in communication connection with each other, the memory storing computer instructions, and the processor executing the computer instructions to perform the display control method in a game according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer instructions, which are used to make a computer execute the display control method in a game according to any one of claims 1 to 14.

18. A computer program product, characterised in that, comprising computer instructions, which are used to make a computer execute the display control method in a game according to any one of claims 1 to 14.