Method and device for prompting information in game and electronic equipment
By displaying a view adjustment indicator in the game interface based on changes in perspective, the problem of persistent prompts affecting the field of view and narrative has been solved, thus improving the game's combat experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-02-05
- Publication Date
- 2026-05-15
AI Technical Summary
In game combat scenarios, constantly displayed prompts affect the game's field of vision and the continuity of the narrative experience, causing players to lose their sense of anticipation and experience a break in the control of the combat rhythm when the perspective is raised.
By displaying the game scene in the graphical user interface as the viewing angle changes, and displaying a viewing angle adjustment indicator in response to preset conditions, the relationship between the current game view and the target view is indicated, thereby triggering the switching of virtual vehicle weapons.
Avoid obstructing the view with angle adjustment indicators, provide early warnings, and enhance players' strategic deployment and gaming experience.
Smart Images

Figure CN122032079A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game interaction design technology, and in particular to a method, apparatus and electronic device for providing information prompts in games. Background Technology
[0002] In game combat scenarios, tooltips are usually displayed permanently in the game interface to indicate the boundary lines of the scene. However, displaying tooltips permanently not only affects the game's field of vision but also disrupts the continuity of the narrative game experience. Summary of the Invention
[0003] The purpose of this disclosure is to provide a method, device, and electronic device for providing information prompts in games to enhance the gaming experience.
[0004] In a first aspect, this disclosure provides a method for providing information prompts in a game, which provides a graphical user interface through a terminal device. The game includes virtual vehicles, each equipped with multiple virtual weapons. The method includes: displaying a game scene in the graphical user interface, wherein the game scene is configured to change with the current game viewpoint; and controlling the display of a viewpoint adjustment indicator in the graphical user interface in response to a first preset condition being met between the current game viewpoint and a target game viewpoint, or a second preset condition being met for the viewpoint change rate of the current game viewpoint; wherein the target game viewpoint is used to trigger the switching of the current weapon of the virtual vehicle, and the viewpoint adjustment indicator is used at least to indicate the relationship between the current game viewpoint and the target game viewpoint.
[0005] Secondly, this disclosure provides an information prompting device for a game, providing a graphical user interface through a terminal device. The game includes virtual vehicles equipped with multiple virtual weapons. The device includes: a screen display module for displaying game scene images in the graphical user interface, wherein the game scene images are configured to change with the current game viewpoint; and an indicator display module for controlling the display of a viewpoint adjustment indicator in the graphical user interface in response to a first preset condition being met between the current game viewpoint and a target game viewpoint, or a second preset condition being met for the viewpoint change rate of the current game viewpoint; wherein the target game viewpoint is used to trigger the switching of the current weapon of the virtual vehicle, and the viewpoint adjustment indicator is used at least to indicate the relationship between the current game viewpoint and the target game viewpoint.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the information prompting method in the above-mentioned game.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the information prompting method described above in the game.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides a method, apparatus, and electronic device for providing information prompts in games. The method displays a game scene in a graphical user interface (GUI), wherein the game scene is configured to change with the current game viewpoint. Then, in response to a first preset condition being met between the current game viewpoint and a target game viewpoint, or a second preset condition being met by the speed of viewpoint change of the current game viewpoint, a viewpoint adjustment indicator is displayed in the GUI. The target game viewpoint is used to trigger the switching of the current weapon in a virtual vehicle, and the viewpoint adjustment indicator at least indicates the relationship between the current game viewpoint and the target game viewpoint. In this method, to avoid obstructing the game's field of view when the viewpoint adjustment indicator is displayed, the indicator is only displayed in the GUI when the preset conditions are met. This provides an early warning of the triggering of switching the current weapon in a virtual vehicle, aiding players in strategic deployment and enhancing their combat experience.
[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a method for providing information prompts in a game, as provided in this embodiment of the disclosure; Figure 2 This is a schematic diagram illustrating the generation of multiple sector regions by a virtual vehicle according to an embodiment of the present disclosure; Figure 3 A schematic diagram illustrating the display of a first identifier provided in an embodiment of this disclosure; Figure 4 This is a schematic diagram illustrating the display of a viewing angle adjustment indicator provided in an embodiment of the present disclosure; Figure 5 This is a schematic diagram illustrating the current weapon switching of a virtual vehicle according to an embodiment of the present disclosure; Figure 6 This is a schematic diagram of the structure of an information prompting device in a game provided by an embodiment of the present disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0014] 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. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0015] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0016] In the zoomed-out (third-person perspective) combat mode, a persistent prompt message is usually displayed on the game interface, indicating the boundary line of the scene. However, the persistent boundary prompt message creates a strong visual constraint in the zoomed-out perspective, making the originally grand combat situation perception abnormally restrictive and destroying the grand narrative experience that should be in the broad perspective. In addition, players will lose the ability to anticipate the behavior of the perspective crossing the preset boundary in the zoomed-out perspective mode, resulting in a break in the control of the combat rhythm.
[0017] To address the aforementioned issues, embodiments of the present invention provide a method, apparatus, and electronic device for providing information prompts in games. This technology can be applied to virtual weapon switching or virtual job switching scenarios in games.
[0018] The information prompting method in one embodiment of this disclosure can run on a local terminal device or a server. When the information prompting method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0019] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information prompts in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0020] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0021] In one possible implementation, this disclosure provides a method for providing information prompts in a game, offering a graphical user interface via a terminal device. The game includes virtual vehicles equipped with multiple virtual weapons, such as... Figure 1 As shown, the method includes the following specific steps: Step S102: Display the game scene in the graphical user interface, wherein the game scene is configured to change with the current game viewpoint.
[0022] In practical implementation, the game program corresponding to the game is run through the terminal device, which can provide the corresponding graphical user interface. The game can be a mobile game, a PC game, or a console game. The graphical user interface can display the game scene image obtained by capturing the game scene through a virtual camera. The game scene includes at least virtual vehicles. The game scene image changes with the changes in the camera parameters of the virtual camera. The camera parameters of the virtual camera determine the current game perspective. Therefore, the game scene image changes with the changes in the current game perspective.
[0023] Optionally, the aforementioned camera parameters include camera position and camera orientation. These camera parameters can change with the viewpoint adjustment operation; that is, the current game viewpoint can change with the viewpoint adjustment operation. The viewpoint adjustment operation can be a sliding or long-press operation on the joystick control displayed in the graphical user interface, a sliding operation on the graphical user interface using a finger or mouse, or an operation that triggers a specific key on the keyboard, etc.
[0024] Step S104: In response to the current game view and the target game view satisfying a first preset condition, or the view change speed of the current game view satisfying a second preset condition, control the display of a view adjustment indicator in the graphical user interface; wherein, the target game view is used to trigger the switching of the current weapon of the virtual vehicle, and the view adjustment indicator is used to at least indicate the relationship between the current game view and the target game view.
[0025] In practice, the view adjustment indicator is not always displayed in the graphical user interface. Instead, it is only displayed when the current game view and the target game view meet a first preset condition, or when the view change speed of the current game view meets a second preset condition.
[0026] The first preset condition can be that the angle difference between the current game view and the target game view is less than or equal to a second preset angle difference, which can be 5 degrees or 10 degrees, etc. The second preset condition includes: the rate of change of the current game view is greater than or equal to a preset speed threshold, which can be 5 pixels / frame or 8 pixels / frame, etc. Since a persistent view adjustment indicator in the graphical user interface may affect the player's game view, it can only be displayed in the graphical user interface when the current game view changes rapidly, or when the current game view is close to the target game view that triggers the switching of virtual vehicles and weapons.
[0027] In one optional embodiment, the viewpoint change of the current game perspective is controlled by an external input device; based on this, the system captures the horizontal displacement of the external input device in a single frame within the graphical user interface in real time; the viewpoint change rate of the current game perspective is determined based on the horizontal displacement in a single frame; wherein the viewpoint change rate is positively correlated with the horizontal displacement in a single frame. The input device can be a stylus, mouse, or game controller, etc.
[0028] The aforementioned target game perspective can be understood as the game perspective that triggers the switching of the virtual vehicle's current weapon. For example, when the current game perspective is adjusted to be the same as the target game perspective, the virtual vehicle's current weapon is switched to the virtual weapon corresponding to the target game perspective. Different target game perspectives can switch to different virtual weapons.
[0029] The aforementioned perspective adjustment indicator is used to indicate the angle between the current game perspective and the target game perspective. When the current game perspective and the target game perspective are the same, it means that the angle difference between the current game perspective and the target game perspective is zero. If the relative distance between the current game perspective and the target game perspective is large, the angle difference between the current game perspective and the target game perspective is also large.
[0030] This disclosure provides an information prompting method in a game. To avoid obstructing the game's field of view by displaying the view adjustment indicator, the view adjustment indicator is only displayed in the graphical user interface when the game meets preset conditions. This allows for early warning of the current weapon that triggers the switching of virtual vehicles, which helps players make strategic deployments and enhances the player's combat experience.
[0031] The following examples are used to describe virtual weapons configured as virtual vehicles.
[0032] Specifically, the multiple virtual weapons configured in the virtual vehicle include: virtual weapons installed on the virtual vehicle, or virtual weapons configured through multiple virtual positions on the virtual vehicle; wherein the switching of multiple virtual positions is controlled by changes in the current game view and / or the orientation of the virtual vehicle.
[0033] In practical implementation, the virtual weapons installed on the virtual vehicle are multiple virtual weapons directly installed on the virtual vehicle, with different virtual weapons fixedly installed in different positions on the virtual vehicle. For example, if the virtual vehicle is a virtual ship, corresponding virtual weapons are installed at the bow, left side, right side, and stern of the virtual ship. The virtual weapons installed in different positions can be the same or different.
[0034] In practical implementation, multiple virtual positions are set up on the virtual vehicle, with different virtual positions corresponding to different locations within the virtual vehicle. These virtual positions are used to install virtual weapons on the virtual vehicle. For example, when the current position of the virtual vehicle is the target virtual position, a virtual weapon is directly installed at the location of that target virtual position within the virtual vehicle, or a virtual object is assigned to the target virtual position, and the installation of virtual weapons on the virtual vehicle is completed through the virtual weapons carried by the virtual object.
[0035] When multiple virtual weapons are configured on a virtual vehicle, including virtual weapons configured through multiple virtual positions on the virtual vehicle, the switching between multiple virtual weapons (i.e., the switching between multiple virtual positions) is controlled in response to changes in the current game view and / or the orientation of the virtual vehicle. Specifically, when the current game view changes or the orientation of the virtual vehicle changes, the current position of the virtual vehicle needs to be determined among multiple virtual positions. Different target game views correspond to different virtual positions among the multiple virtual positions. If the current game view is the same as a target game view, the current position of the virtual vehicle is switched to the virtual position corresponding to that target game view.
[0036] Furthermore, the multiple virtual weapons each have different installation locations; each virtual weapon is configured with a corresponding game view range, which is determined based on the relative positional relationship between the installation location of the corresponding virtual weapon and the orientation of the virtual vehicle.
[0037] In practice, for each of the multiple virtual weapons, the game view range corresponding to that virtual weapon is determined based on the relative positional relationship between the installation position of the virtual weapon and the orientation of the virtual vehicle. Since the relative positional relationship between the installation position of different virtual weapons and the orientation of the virtual vehicle is different, the game view range corresponding to different virtual weapons is different.
[0038] In practical applications, using the orientation of the virtual vehicle as a reference, the game view range corresponding to each virtual vehicle can be determined based on the installation position of different virtual weapons. In one specific embodiment, the angle range corresponding to each virtual weapon can be determined based on its installation position on the virtual vehicle, and then the game view range corresponding to each virtual weapon can be determined based on the angle range corresponding to each virtual weapon, using the orientation of the virtual vehicle as a reference. For example, a virtual vehicle is equipped with four virtual weapons, each with an angle range of 90 degrees. The virtual vehicle's orientation is set to 0 degrees. The four virtual weapons are positioned above, below, to the left, and to the right of the virtual vehicle. Therefore, the game view range for the virtual weapon above the vehicle is [-45 degrees, 45 degrees], for the virtual weapon to the left is [45 degrees, 135 degrees], for the virtual weapon to the right is [-45 degrees, -135 degrees], and for the virtual weapon below is [-135 degrees, -180 degrees] and [135 degrees, 180 degrees], respectively. Here, -180 degrees and 180 degrees are the opposite directions of the virtual vehicle's orientation.
[0039] In another optional embodiment, the specific process of determining the game view range corresponding to the virtual weapon includes: generating multiple fan-shaped areas on a designated plane of the virtual vehicle with the center of the virtual vehicle as the center; wherein the installation positions of the multiple virtual weapons on the virtual vehicle are located in different fan-shaped areas; rotating the virtual vehicle around the center in a preset direction in the multiple fan-shaped areas with the orientation direction as the reference, and determining the angle range corresponding to the multiple fan-shaped areas based on the rotation angle; wherein the preset direction is clockwise or counterclockwise; and determining the angle range corresponding to the fan-shaped area where the virtual weapon is located as the game view range corresponding to the virtual weapon for the multiple virtual weapons.
[0040] The specified plane can be the plane in which the virtual vehicle is oriented. For example, the specified plane can be the plane in which the XZ axis is located or the plane in which the YZ axis is located in a rectangular coordinate system.
[0041] like Figure 2 The diagram shown is a schematic representation of a virtual vehicle generating multiple fan-shaped regions according to an embodiment of the present invention. Figure 2 The virtual vehicles in the game are virtual ships. With the center of the virtual ship as the center, four fan-shaped areas are generated on the designated plane of the virtual vehicle through two solid lines with arrows. Each of these four fan-shaped areas is equipped with a virtual weapon: a bow gun, two side guns, and a stern gun. Figure 2 The dotted lines with arrows indicate the direction the virtual ship is facing. You can set the virtual ship's facing direction to 0 degrees. Starting from this direction, rotating clockwise around the center back to the virtual ship's facing direction yields a 360-degree angle range. This provides the game view range for each of the four fan-shaped areas. Specifically, the game view range for the bow cannon's fan-shaped area is 0 to 22.5 degrees and 337.5 to 360 degrees; the starboard cannon's fan-shaped area is 22.5 to 157.5 degrees; the stern cannon's fan-shaped area is 157.5 to 202.5 degrees; and the left starboard cannon's fan-shaped area is 202.5 to 337.5 degrees.
[0042] Based on the above description, the target game view is the boundary view of the game view range corresponding to the virtual weapon. This boundary view includes a first boundary view and a second boundary view of the game view range, wherein the first boundary view and the second boundary view are different.
[0043] In practice, the game view range corresponding to each virtual weapon includes the boundary view, such as... Figure 2 The solid line with arrows indicates the direction of the boundary view, which is the target game view.
[0044] In an optional embodiment, since the game view ranges corresponding to multiple virtual weapons are continuous, the boundary view of the game view range is used to indicate the target game view of the virtual weapon in the game view range corresponding to that boundary view, or it can be the target game view of the virtual weapon in the next game view range corresponding to that boundary view. For example, the current virtual vehicle is... Figure 2 When the current game view and the target game view are the same, the bow cannon of the virtual vehicle will switch the current weapon to the right bow cannon. The target game view is the view boundary that is shared by the bow cannon and the right bow cannon.
[0045] The following examples illustrate how the view adjustment indicator is displayed and hidden in the graphical user interface.
[0046] Specifically, the process of controlling the display of a view adjustment indicator in the graphical user interface in response to the first preset condition being met between the current game view and the target game view, or the view change speed of the current game view meeting the second preset condition, may include: controlling the adjustment of the display parameters of the view adjustment indicator in response to the first preset condition being met between the current game view and the target game view, so that the view adjustment indicator gradually appears in the graphical user interface; or, displaying the view adjustment indicator in the graphical user interface in response to the second preset condition being met.
[0047] In practical implementation, there are two ways to display the view adjustment indicator in the graphical user interface (GUI). One method is to gradually display the indicator when a first preset condition is met between the current game view and the target game view. For example, the indicator's transparency can be adjusted so that it gradually becomes opaque. Alternatively, the indicator can appear gradually from left to right or right to left. The other method is to directly display the indicator in the GUI when the speed of view change in the current game view meets a second preset condition. Different display styles allow players to understand the current operation based on which view adjustment indicator is displayed, helping them adjust their actions.
[0048] Furthermore, after displaying the view adjustment indicator in the graphical user interface, in response to the current game view and the target game view meeting a third preset condition, or the view change speed of the current game view not meeting a second preset condition, the view adjustment indicator is hidden in the graphical user interface.
[0049] In practice, the third preset condition is different from the first preset condition. The third preset condition may be that the angle difference between the current game view and the target game view is greater than the first preset angle difference, or that the angle difference between the current game view and the target game view is within the preset angle range, etc.
[0050] In one specific embodiment, the third preset condition includes: the angle difference between the current game viewpoint and the target game viewpoint is greater than the first preset angle difference. The first preset condition includes: the angle difference between the current game viewpoint and the target game viewpoint is less than or equal to the second preset angle difference; wherein, the second preset angle difference is less than or equal to the first preset angle difference. For example, both the first preset angle difference and the second preset angle difference are 10 degrees; the first preset angle difference is 10 degrees and the second preset angle difference is 5 degrees.
[0051] Since the view adjustment indicator being permanently displayed in the graphical user interface may affect the player's game view, it can only be displayed in the graphical user interface when the current game view changes rapidly or when the current game view is close to the target game view of the current weapon that triggers the switching of virtual vehicles. When the current game view changes slowly or when the current game view is not close to the target game view of the current weapon that triggers the switching of virtual vehicles, the view adjustment indicator should be hidden in the graphical user interface.
[0052] The following examples illustrate how virtual weapon switching and identification adjustments are performed.
[0053] Specifically, the aforementioned perspective adjustment identifier includes a first identifier and a second identifier. The first identifier is used to indicate the current game perspective, and the second identifier is used to indicate the target game perspective. The target game perspective can be understood as the game perspective that triggers the switching of the virtual vehicle's current weapon. For example, when the current game perspective is adjusted to be the same as the target game perspective, the virtual vehicle's current weapon is switched to the virtual weapon corresponding to the target game perspective. Different target game perspectives can switch to different virtual weapons.
[0054] In specific implementation, the relative positions of the first and second identifiers in the view adjustment identifier are used to indicate the angle difference between the current game view and the target game view. When the current game view and the target game view are the same, it means that the angle difference between the current game view and the target game view is zero. If the relative distance between the current game view and the target game view is large, the angle difference between the current game view and the target game view is larger.
[0055] Based on the above description, in response to a change in the current game view and / or the orientation of the virtual vehicle, the switching between multiple virtual weapons is controlled, and the relative position between the first and second indicators in the view adjustment indicator is adjusted so that the view adjustment indicator indicates the relationship between the current game view and the target game view.
[0056] In practical implementation, the current weapon of a virtual vehicle can be switched among multiple virtual weapons only when the current game view changes, only when the orientation of the virtual vehicle changes, or when both the current game view changes and the orientation of the virtual vehicle changes. The relative positions between the first and second indicators in the view adjustment settings can also be adjusted. Specifically, when the orientation of the virtual vehicle changes, the current game view is not adjusted, but the view direction indicated by the target game view in the game scene is adjusted, thus changing the relationship between the current and target game views.
[0057] In practical applications, different target game perspectives correspond to different virtual weapons among multiple virtual weapons. If the current game perspective is the same as a target game perspective, the current weapon of the virtual vehicle will be switched to the virtual weapon corresponding to that target game perspective.
[0058] Adjusting the relative position between the first and second indicators in the perspective adjustment indicator allows the relative position to match the angle difference between the current game perspective and the target game perspective. This enables players to understand the difference between the current and target game perspectives and how to make the current game perspective the same as the target game perspective, thereby achieving the goal of switching the current weapon of the virtual vehicle.
[0059] In an optional embodiment, the specific process of controlling the switching between multiple virtual weapons in response to changes in the current game view and / or the orientation of the virtual vehicle can be implemented through the following steps 10-12: Step 10: In response to a change in the current game view and / or the orientation of the virtual vehicle, determine the deviation angle between the current game view and the orientation of the virtual vehicle on a specified plane of the virtual vehicle.
[0060] Since the game view range corresponding to the virtual weapon is calculated based on the orientation of the virtual vehicle on a specified plane, when the current game view and / or the orientation of the virtual vehicle changes, it is necessary to determine the deviation angle between the current game view and the orientation of the virtual vehicle on the specified plane of the virtual vehicle. This deviation angle is used to indicate the angular difference between the current game view and the orientation of the virtual vehicle.
[0061] In a specific implementation, step 10 above is implemented by: determining the first angle of the current game viewpoint on the specified plane of the virtual vehicle; and determining the angle difference between the orientation direction of the virtual vehicle and the first angle as the deviation angle.
[0062] The current game perspective is usually a three-dimensional perspective. The game perspective range corresponding to the virtual vehicle is the angle on a specified plane. Therefore, it is necessary to calculate the angle component of the current game perspective on the specified plane of the virtual vehicle. This angle component is also the first angle.
[0063] Step 11: When the deviation angle is within the game view range corresponding to the current weapon of the virtual vehicle, control the system to not switch the current weapon of the virtual vehicle.
[0064] When the current game view and / or the orientation of the virtual vehicle changes, if the calculated deviation angle is within the game view range corresponding to the current weapon of the virtual vehicle, it means that the current game view is still within the game view range corresponding to the current weapon, and there is no need to switch the current weapon of the virtual vehicle.
[0065] Step 12: When the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, control the switching of the current weapon of the virtual vehicle so that the current weapon of the virtual vehicle corresponds to the deviation angle.
[0066] When the current game view and / or the orientation of the virtual vehicle changes, if the calculated deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, it means that the current game view is no longer indicated within the game view range corresponding to the current weapon. It is necessary to determine the target game view range indicated by the current game view based on the deviation angle, and switch the current weapon of the virtual vehicle to the virtual weapon corresponding to the target game view.
[0067] In practical applications, when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, the target game view range to which the deviation angle belongs is selected from multiple game view ranges corresponding to virtual weapons; the current weapon of the virtual vehicle is then switched to the virtual weapon corresponding to the target game view range. This method can accurately switch the current weapon of the virtual vehicle.
[0068] Based on the above description, the specific process of adjusting the relative position between the first and second identifiers in the above-mentioned perspective adjustment identifier may include: adjusting the relative distance between the first and second identifiers in the perspective adjustment identifier based on the offset angle; wherein, the relative distance is positively correlated with the offset angle.
[0069] In practice, the greater the deviation angle, the greater the angle difference between the current game view and the target game view, and the greater the relative distance between the first identifier indicating the current game view and the second identifier indicating the target game view.
[0070] Specifically, the viewpoint adjustment identifier includes: a linear identifier containing multiple second identifiers, wherein the second identifier in the linear identifier is the boundary line corresponding to the boundary view of the game viewpoint range; wherein, different boundary lines in the linear identifier correspond to different target game views.
[0071] In practice, the viewpoint adjustment markers include linear markers and first markers. The linear markers can also be understood as markers where the second markers are arranged in a straight line. Each linear marker contains multiple second markers, and the angle difference between any two second markers can be determined based on the game's viewpoint range corresponding to each virtual weapon.
[0072] Based on the above description, the specific process of displaying the view adjustment indicator in the graphical user interface may include: determining, from the linear indicators, a target second indicator corresponding to at least one target game view that satisfies a preset condition in similarity to the current game view; determining the relative position of the first indicator and the target second indicator based on the angle difference between the current game view and at least one target game view; and displaying the first indicator and the target second indicator as view adjustment indicators in the graphical user interface.
[0073] In practical implementation, the aforementioned preset conditions may include: the highest similarity or the similarity within a preset similarity range. For example, when determining the second target identifier, the second target identifier corresponding to the target game view with the highest similarity to the current game view is determined from the linear identifiers, or the second target identifier corresponding to the target game view with a similarity within a preset similarity range to the current game view is determined from the linear identifiers. Here, the target game view with a similarity within the preset similarity range to the current game view may include one or more, and therefore the determined second target identifier may also include one or more.
[0074] It should be noted that, in order to save display space, not all linear markers are usually displayed in the graphical user interface. For example, only the second marker, which corresponds to the target game view that is highly similar to the current game view indicated by the first marker, is displayed in the graphical user interface.
[0075] In an optional embodiment, the graphical user interface includes a crosshair that indicates the current aiming direction of the virtual vehicle's weapon. A view adjustment indicator is displayed near the crosshair, which can be above, below, to the left, or to the right of the crosshair.
[0076] In an optional embodiment, the aforementioned first identifier is displayed at a fixed position in the graphical user interface, which may be a position in the graphical user interface vertically aligned with the crosshair position. For example... Figure 3 The image shown is a schematic diagram illustrating the display of a first identifier according to an embodiment of the present invention. Figure 3The bracketed marker with black dots is the crosshair. The line with two boundary lines below the crosshair is the line marker. The two black scale lines on the line marker are boundary lines used to indicate the target game view corresponding to the second marker. The triangle marker displayed directly below the crosshair is the first marker. The position of the crosshair remains unchanged in the graphical user interface, and the first marker is always displayed directly below the position of the crosshair. It can also be understood that the display position of the first marker in the graphical user interface also remains unchanged.
[0077] In an optional embodiment, the multiple second identifiers in the aforementioned linear identifier are arranged in a preset order, for example, by forming a circle according to the viewing angle of the target game viewpoint corresponding to the second identifier. To ensure the display position of the first identifier is fixed, the specific process of adjusting the relative position between the first and second identifiers in the aforementioned viewpoint adjustment may include: rotating the second identifier according to the current game viewpoint so that the identifier position corresponding to the first identifier on the linear identifier matches the viewing angle of the current game viewpoint; wherein, the viewing angle of the current game viewpoint is determined based on the current game viewpoint and the orientation of the virtual vehicle.
[0078] In the specific implementation, when adjusting the viewpoint adjustment marker, it is first necessary to determine the boundary line corresponding to the target game viewpoint with the highest similarity to the current game viewpoint from the linear markers. Then, based on the angle difference between the target game viewpoint and the current game viewpoint corresponding to the boundary line, the boundary line is rotated to a suitable position relative to the marker position of the first marker. The larger the angle difference, the closer the first marker is to the boundary line.
[0079] Furthermore, the linear identifiers mentioned above include at least one scale line between adjacent boundary lines; different scale lines are used to indicate different game perspectives; wherein the boundary lines are displayed in the graphical user interface in a first display mode, and the scale lines are displayed in the graphical user interface in a second display mode.
[0080] In specific implementations, the first display method and the second display method are different. For example, the first display method includes at least one of the following: displaying the boundary line with a first color, displaying the boundary line in bold, displaying the boundary line in elongated form, and displaying the boundary line with a first line type, etc.; the second display method includes at least one of the following: displaying other scale lines with a second color and displaying other scale lines with a second line type, etc.
[0081] In an optional embodiment, the angle difference between adjacent lines in the linear identifier, including boundary lines and scale lines, can be a preset angle difference. Based on this, the number of scale lines contained between adjacent boundary lines is determined according to the angle difference of the game view corresponding to the adjacent boundary lines. Generally, the larger the angle difference corresponding to adjacent boundary lines, the more scale lines are contained between adjacent boundary lines. The smaller the preset angle difference is set, the more lines the linear identifier contains, allowing players to more precisely determine the difference between the current game view and the target game view.
[0082] Based on the above description, the specific process of displaying the view adjustment indicator in the graphical user interface can be achieved through the following steps 20-22: Step 20: For each line in the linear identifier, determine the similarity between the current game view and the game view corresponding to the current line; where the current line is a tick line or boundary line in the linear identifier.
[0083] In practice, each line in the linear identifier can be treated as a current line to obtain the similarity between each line and the current game viewpoint.
[0084] In one specific embodiment, the similarity can be determined based on the angle difference between the current game viewpoint and the game viewpoint corresponding to the current line. Generally, the larger the angle difference, the higher the similarity between the current game viewpoint and the game viewpoint corresponding to the current line.
[0085] In another specific embodiment, the direction vector corresponding to the current game viewpoint can be multiplied by the direction vector corresponding to the current line's game viewpoint, and the similarity between the current game viewpoint and the game viewpoint corresponding to the current line can be determined based on the dot product. Specifically, a dot product of 1 indicates that the current game viewpoint and the game viewpoint corresponding to the current line are the same; a dot product of 0 indicates that the current game viewpoint and the game viewpoint corresponding to the current line are at a 90-degree angle; a dot product of -1 indicates that the current game viewpoint and the game viewpoint corresponding to the current line are at a 180-degree angle; a dot product greater than 0 indicates that the angle difference between the current game viewpoint and the game viewpoint corresponding to the current line is less than 90 degrees, and the smaller the dot product, the smaller the angle difference between the current game viewpoint and the game viewpoint corresponding to the current line; a dot product less than 0 indicates that the angle difference between the current game viewpoint and the game viewpoint corresponding to the current line is greater than 90 degrees, and the smaller the dot product, the larger the angle difference between the current game viewpoint and the game viewpoint corresponding to the current line.
[0086] Step 21: Identify the target line from the linear identifiers that has the highest similarity to the current game viewpoint.
[0087] Based on the similarity between the game viewpoint corresponding to each line and the current game viewpoint, the highest similarity is determined, and the line corresponding to the highest similarity is determined as the target line.
[0088] Step 22: Using the target line as the center line, display a preset number of first lines to the left of the target line in the graphical user interface, and display a preset number of second lines to the right of the target line; wherein, the first line is the boundary line and scale line located to the left of the target line in the linear identifier; the second line is the boundary line and scale line located to the right of the target line in the linear identifier.
[0089] The target line corresponding to the game view with the highest similarity to the current game view is determined as the center line. A preset number of scale lines and boundary lines are displayed on the left and right sides of this center line. The preset number can be a fixed number or a number determined based on the total number displayed. For example, if the total number displayed is 15, then the preset number is the positive part of 15 divided by 2, which is 7.
[0090] In the specific implementation, the lines in the linear identifier are displayed sequentially according to their corresponding game viewpoint angles, from largest to smallest or smallest to largest, and the linear identifiers are arranged in a circle. For example, according to the game viewpoint angles corresponding to the lines in the linear identifier, the lines are numbered 1, 2, 3, 4...20. Assuming the target line is number 9 and the preset quantity is 5, then the scale lines and boundary lines displayed in the graphical user interface are: 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, and 14. Assuming the target line is number 3 and the preset quantity is 5, then the scale lines and boundary lines displayed in the graphical user interface are: 18, 19, 20, 1, 2, 3, 4, 5, 6, 7, and 8. This method can balance left and right based on a defined target line, and the lines displayed in the linear identifier in the graphical user interface are spatially continuous, enabling it to handle target lines at any location, including boundary cases.
[0091] like Figure 4 The image shown is a schematic diagram of a viewing angle adjustment indicator provided in an embodiment of the present invention. Figure 4 The linear markers with scale lines displayed in the middle of the image are the view adjustment markers. The long and thick scale lines in the view adjustment markers are the boundary lines, which are used to indicate the target game view (i.e., the second marker). The short and thin scale lines are the scale lines located between the two boundary lines. The triangular markers displayed below the linear markers are the first markers, which are used to indicate the current game view. The line in the linear markers closest to the first marker is the target line. Five scale lines and boundary lines are displayed on both sides of the target line.
[0092] The following examples are used to describe changes in the display of the crosshair.
[0093] Specifically, the graphical user interface includes a crosshair, which indicates the current aiming direction of the virtual vehicle's weapon. Based on this, the process of displaying the view adjustment indicator in the graphical user interface includes: displaying the view adjustment indicator near the crosshair in the graphical user interface. This "nearby" position can be above, below, to the left, or to the right of the crosshair, etc.
[0094] Furthermore, the aforementioned perspective adjustment indicator includes a first indicator and a second indicator. The first indicator is used to indicate the current game perspective, and the second indicator indicates the target game perspective of the current weapon used to trigger the switching of virtual vehicles. The first indicator is displayed in the graphical user interface with the crosshair position in the vertical direction.
[0095] Based on the above description, in response to the virtual vehicle's current weapon switching from the first virtual weapon to the second virtual weapon, the system controls the display of a first preset animation at the crosshair position, and / or adjusts the crosshair display style from the crosshair display style corresponding to the first virtual weapon to the crosshair display style corresponding to the second virtual weapon; wherein, the first virtual weapon and the second virtual weapon are different virtual weapons among multiple virtual weapons, and different virtual weapons correspond to different crosshair display styles.
[0096] In practical implementation, the aforementioned first and second virtual weapons can be any of the multiple virtual weapons configured on the virtual vehicle, and the first and second virtual weapons are different. When the current virtual weapon is switched from the first virtual weapon to the second virtual weapon, a first preset animation effect will be displayed at the crosshair position to indicate to the player that the current weapon of the virtual vehicle has been switched. The first preset animation effect can be a deformation of the crosshair or a non-offset scaling of the crosshair, etc.
[0097] When the current weapon of a virtual vehicle is switched from the first virtual weapon to the second virtual weapon, the crosshair display style is adjusted from the crosshair display style corresponding to the first virtual weapon to the crosshair display style corresponding to the second virtual weapon. In this way, players can determine the current weapon of the virtual vehicle through the crosshair display style, so that players can switch to or use the current weapon.
[0098] Furthermore, the associated position of the crosshair displays weapon information corresponding to the virtual vehicle's current weapon. This associated position can be below, above, or to the left of the crosshair. The weapon information may include, but is not limited to, the weapon name, weapon designation, or a description of the weapon's function.
[0099] Furthermore, the graphical user interface includes weapon description information and weapon controls. The weapon description information is used to describe the functions of the virtual weapon and / or the corresponding virtual role, etc., and the weapon controls are used to release the virtual weapon in the game scene when triggered.
[0100] Based on the above description, in response to the virtual vehicle's current weapon switching from the first virtual weapon to the second virtual weapon, the weapon description information displayed in the graphical user interface is adjusted from the weapon description information of the first virtual weapon to the job description information corresponding to the second virtual weapon, and the weapon controls displayed in the graphical user interface are adjusted from the weapon controls corresponding to the first virtual weapon to the skill controls corresponding to the second virtual weapon; a second preset animation effect is displayed on the weapon description information and weapon controls displayed in the graphical user interface. The second preset animation effect can be a blinking display of the weapon description information or weapon controls, or it can be an outline display of the weapon description information or weapon controls, etc.
[0101] like Figure 5 The diagram shown is a schematic representation of the current weapon switching of a virtual vehicle according to an embodiment of the present invention. Figure 5 The image at the top is a schematic diagram of the virtual vehicle's current weapon being the first virtual weapon. The "First Weapon" displayed below the first identifier is the weapon prompt information corresponding to the first virtual weapon. The crosshair display style corresponds to the crosshair display style corresponding to the first virtual weapon. The first control is the weapon control corresponding to the first virtual weapon. The "First Weapon Description Information" displayed in the lower left corner of the image is the weapon description information corresponding to the first virtual weapon. Figure 5 The image at the bottom center is a schematic diagram of the virtual vehicle's current weapon switching to the second virtual weapon. The "Second Weapon" displayed below the first identifier is the weapon prompt information corresponding to the second virtual weapon. The crosshair display style corresponds to the crosshair display style corresponding to the second virtual weapon, which is different from the crosshair display style corresponding to the first virtual weapon. The second control is the weapon control corresponding to the second virtual weapon. The "Second Weapon Description Information" displayed in the lower left corner of the image is the weapon description information corresponding to the second virtual weapon.
[0102] In one alternative embodiment, the virtual vehicle is configured with a first-view mode, which indicates that the game is played from a third-person perspective. Before a view adjustment indicator is displayed in the graphical user interface, in response to a view adjustment command, the view mode of the virtual vehicle is adjusted to the first-view mode. The view adjustment command can be generated by triggering a specified control in the graphical user interface, or by triggering a specified key on the keyboard, etc.
[0103] In practice, all implementations of this disclosure are performed from a third-person perspective, that is, the adjustment of the relative positions of the first and second identifiers in the perspective adjustment identifier is performed from a third-person perspective.
[0104] Optionally, the virtual vehicle can also be configured with a second-view mode for playing the game from a first-person perspective. The implementation disclosed herein can also be implemented in a first-person perspective.
[0105] Corresponding to the above method embodiments, this disclosure also provides an information prompting device for games, providing a graphical user interface through a terminal device. The game includes virtual vehicles, which are equipped with multiple virtual weapons, such as... Figure 6 As shown, the device includes: The screen display module 50 is used to display the game scene in the graphical user interface, wherein the game scene is configured to change with the current game viewpoint.
[0106] The indicator display module 51 is used to control the display of a view adjustment indicator in the graphical user interface in response to the fact that the current game view and the target game view meet a first preset condition, or the view change speed of the current game view meets a second preset condition; wherein, the target game view is used to trigger the switching of the current weapon of the virtual vehicle, and the view adjustment indicator is used to at least indicate the relationship between the current game view and the target game view.
[0107] The information prompting method in the above game, in order to avoid the view adjustment indicator from obstructing the game's field of view, only displays the view adjustment indicator in the graphical user interface when the game meets preset conditions. This allows for early warning of the current weapon that triggers the switching of virtual vehicles, which helps players make strategic deployments and enhances the player's combat experience.
[0108] Furthermore, the multiple virtual weapons configured in the aforementioned virtual vehicle include: virtual weapons installed on the virtual vehicle, or virtual weapons configured through multiple virtual positions on the virtual vehicle; wherein the switching of multiple virtual positions is controlled by changes in the current game view and / or the orientation of the virtual vehicle.
[0109] Furthermore, the aforementioned indicator display module 51 is used to: control and adjust the display parameters of the view adjustment indicator in response to the first preset condition being met between the current game view and the target game view, so that the view adjustment indicator is gradually displayed in the graphical user interface; or, in response to the view change speed of the current game view meeting the second preset condition, display the view adjustment indicator in the graphical user interface.
[0110] Furthermore, the above-mentioned device also includes a hidden display module, used to: after displaying the view adjustment indicator in the graphical user interface, in response to the current game view and the target game view satisfying a third preset condition, or the view change speed of the current game view not satisfying a second preset condition, hide the display of the view adjustment indicator in the graphical user interface.
[0111] Furthermore, the aforementioned third preset condition includes: the angle difference between the current game viewpoint and the target game viewpoint is greater than the first preset angle difference.
[0112] Furthermore, the aforementioned first preset condition includes: the angle difference between the current game viewpoint and the target game viewpoint is less than or equal to the second preset angle difference; wherein, the second preset angle difference is less than or equal to the first preset angle difference.
[0113] Furthermore, the second preset condition mentioned above includes: the current game viewpoint's rate of change is greater than or equal to a preset speed threshold.
[0114] Furthermore, the current game viewpoint changes are controlled by an external input device; based on this, the device also includes a displacement capture module, used to: capture the horizontal displacement of the external input device in a single frame in the graphical user interface in real time; determine the viewpoint change rate of the current game viewpoint based on the horizontal displacement of the single frame; wherein the viewpoint change rate is positively correlated with the horizontal displacement of the single frame.
[0115] Furthermore, the graphical user interface includes a crosshair, which is used to indicate the current aiming direction of the virtual vehicle's weapon; based on this, the indicator display module 51 is used to display a view adjustment indicator near the crosshair in the graphical user interface.
[0116] Furthermore, the aforementioned perspective adjustment indicator includes a first indicator and a second indicator. The first indicator is used to indicate the current game perspective, and the second indicator indicates the target game perspective of the current weapon used to trigger the switching of virtual vehicles. The first indicator is displayed in the graphical user interface with the crosshair position in the vertical direction.
[0117] Furthermore, the aforementioned device also includes a style switching module, used to: in response to the virtual vehicle's current weapon switching from a first virtual weapon to a second virtual weapon, control the display of a first preset animation at the crosshair position, and / or adjust the crosshair display style from the crosshair display style corresponding to the first virtual weapon to the crosshair display style corresponding to the second virtual weapon; wherein, the first virtual weapon and the second virtual weapon are different virtual weapons among a plurality of virtual weapons, and different virtual weapons correspond to different crosshair display styles.
[0118] Furthermore, the multiple virtual weapons each have different installation locations; each virtual weapon is configured with a corresponding game view range, which is determined based on the relative positional relationship between the installation location of the corresponding virtual weapon and the orientation of the virtual vehicle.
[0119] Furthermore, the aforementioned target game perspective is the boundary perspective of the game perspective range corresponding to the virtual weapon. The boundary perspective includes the first boundary perspective and the second boundary perspective of the game perspective range, wherein the first boundary perspective and the second boundary perspective are different.
[0120] Furthermore, the aforementioned perspective adjustment identifier includes a first identifier and a second identifier, wherein the first identifier is used to indicate the current game perspective and the second identifier is used to indicate the target game perspective; based on this, the aforementioned device further includes an identifier adjustment module, used to: control the switching between multiple virtual weapons in response to a change in the current game perspective and / or the orientation of the virtual vehicle, and to adjust the relative position between the first identifier and the second identifier in the perspective adjustment identifier so that the relationship between the current game perspective and the target game perspective is indicated by the perspective adjustment identifier.
[0121] Furthermore, the aforementioned identifier adjustment module is also used to: in response to a change in the current game view and / or the orientation of the virtual vehicle, determine the deviation angle between the current game view and the orientation of the virtual vehicle on a specified plane of the virtual vehicle; when the deviation angle is within the game view range corresponding to the current weapon of the virtual vehicle, control not to switch the current weapon of the virtual vehicle; when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, control to switch the current weapon of the virtual vehicle so that the current weapon of the virtual vehicle corresponds to the deviation angle.
[0122] Furthermore, the aforementioned label adjustment module is also used to: determine the first angle of the current game viewpoint on the specified plane of the virtual vehicle; and determine the angle difference between the orientation direction of the virtual vehicle and the first angle as the deviation angle.
[0123] Furthermore, the aforementioned identifier adjustment module is also used to: when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, to select the target game view range to which the deviation angle belongs from the game view ranges corresponding to multiple virtual weapons; and to switch the current weapon of the virtual vehicle to the virtual weapon corresponding to the target game view range.
[0124] Furthermore, the aforementioned sign adjustment module is also used to: adjust the relative distance between the first and second signs in the sign based on the deviation angle; wherein the relative distance is positively correlated with the deviation angle.
[0125] Furthermore, the aforementioned perspective adjustment identifier includes: a linear identifier containing multiple second identifiers; the second identifier in the linear identifier is the boundary line corresponding to the boundary view of the game's perspective range; wherein, different boundary lines in the linear identifier correspond to different target game perspectives.
[0126] Furthermore, the aforementioned identifier display module 51 is used to: determine, from the linear identifiers, at least one target game viewpoint corresponding to a target game viewpoint whose similarity to the current game viewpoint meets a preset condition; determine the relative position of the first identifier and the target second identifier based on the angle difference between the current game viewpoint and at least one target game viewpoint; and display the first identifier and the target second identifier as viewpoint adjustment identifiers in the graphical user interface.
[0127] Furthermore, the aforementioned virtual vehicle is configured with a first-person perspective mode, which is used to indicate that the game is played from a third-person perspective; based on this, the aforementioned device also includes a mode switching module, which is used to: before displaying a perspective adjustment indicator in the graphical user interface, in response to a perspective adjustment command, control the perspective mode of the virtual vehicle to be adjusted to the first-person perspective mode.
[0128] The information prompting device in the game provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0129] This disclosure also provides an electronic device, such as... Figure 7 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the information prompting method in the game described above.
[0130] Specifically, a graphical user interface is provided through a terminal device. The game includes virtual vehicles equipped with multiple virtual weapons. The information prompting method in the game includes: displaying a game scene in the graphical user interface, wherein the game scene is configured to change with the current game viewpoint; responding to a first preset condition being met between the current game viewpoint and a target game viewpoint, or a second preset condition being met by the viewpoint change rate of the current game viewpoint, controlling the display of a viewpoint adjustment indicator in the graphical user interface; wherein the target game viewpoint is used to trigger the switching of the current weapon of the virtual vehicle, and the viewpoint adjustment indicator is used at least to indicate the relationship between the current game viewpoint and the target game viewpoint.
[0131] The information prompting method in the above game, in order to avoid the view adjustment indicator from obstructing the game's field of view, only displays the view adjustment indicator in the graphical user interface when the game meets preset conditions. This allows for early warning of the current weapon that triggers the switching of virtual vehicles, which helps players make strategic deployments and enhances the player's combat experience.
[0132] In an optional embodiment, the multiple virtual weapons configured in the virtual vehicle include: virtual weapons installed on the virtual vehicle, or virtual weapons configured through multiple virtual positions on the virtual vehicle; wherein the switching of multiple virtual positions is controlled by changes in the current game view and / or the orientation of the virtual vehicle.
[0133] In an optional embodiment, the step of controlling the display of a view adjustment indicator in the graphical user interface in response to the first preset condition being met between the current game view and the target game view, or the view change rate of the current game view meeting a second preset condition, includes: controlling the adjustment of the display parameters of the view adjustment indicator in response to the first preset condition being met between the current game view and the target game view, so that the view adjustment indicator is gradually displayed in the graphical user interface; or, displaying the view adjustment indicator in the graphical user interface in response to the second preset condition being met.
[0134] In an optional embodiment, after the step of displaying the view adjustment indicator in the graphical user interface, the method further includes: in response to the current game view and the target game view satisfying a third preset condition, or the view change speed of the current game view not satisfying a second preset condition, hiding the display view adjustment indicator in the graphical user interface.
[0135] In an optional embodiment, the third preset condition includes: the angle difference between the current game viewpoint and the target game viewpoint is greater than the first preset angle difference.
[0136] In an optional embodiment, the first preset condition includes: the angle difference between the current game view and the target game view is less than or equal to a second preset angle difference; wherein, the second preset angle difference is less than or equal to the first preset angle difference.
[0137] In an optional embodiment, the second preset condition includes: the current game viewpoint's rate of change is greater than or equal to a preset speed threshold.
[0138] In an optional embodiment, the viewpoint change of the current game view is controlled by an external input device; based on this, the above method further includes: capturing the horizontal displacement of the external input device in a single frame in the graphical user interface in real time; determining the viewpoint change speed of the current game view based on the horizontal displacement of the single frame; wherein the viewpoint change speed is positively correlated with the horizontal displacement of the single frame.
[0139] In an optional embodiment, the graphical user interface includes a crosshair, which is used to indicate the current aiming direction of the virtual vehicle's weapon; based on this, the step of displaying the view adjustment indicator in the graphical user interface includes: displaying the view adjustment indicator near the crosshair in the graphical user interface.
[0140] In an optional embodiment, the aforementioned view adjustment indicator includes a first indicator and a second indicator, wherein the first indicator is used to indicate the current game view, and the second indicator indicates the target game view of the current weapon used to trigger the switching of virtual vehicles; the display position of the first indicator in the graphical user interface is aligned with the crosshair position in the vertical direction.
[0141] In an optional embodiment, the method further includes: in response to the current weapon of the virtual vehicle switching from a first virtual weapon to a second virtual weapon, controlling the display of a first preset animation at the crosshair position, and / or adjusting the display style of the crosshair from the crosshair display style corresponding to the first virtual weapon to the crosshair display style corresponding to the second virtual weapon; wherein the first virtual weapon and the second virtual weapon are different virtual weapons among a plurality of virtual weapons, and different virtual weapons correspond to different crosshair display styles.
[0142] In an optional embodiment, multiple virtual weapons are installed at different locations; each virtual weapon is configured with a corresponding game view range, which is determined based on the relative positional relationship between the installation location of the corresponding virtual weapon and the orientation of the virtual vehicle.
[0143] In an optional embodiment, the target game view is the boundary view of the game view range corresponding to the virtual weapon. The boundary view includes a first boundary view and a second boundary view of the game view range, wherein the first boundary view and the second boundary view are different.
[0144] In an optional embodiment, the aforementioned view adjustment identifier includes a first identifier and a second identifier, wherein the first identifier is used to indicate the current game view and the second identifier is used to indicate the target game view; based on this, the aforementioned method further includes: in response to a change in the current game view and / or the orientation of the virtual vehicle, controlling the switching between multiple virtual weapons, and adjusting the relative position between the first identifier and the second identifier in the view adjustment identifier, so that the view adjustment identifier indicates the relationship between the current game view and the target game view.
[0145] In an optional embodiment, the step of controlling the switching between multiple virtual weapons in response to a change in the current game view and / or the orientation of the virtual vehicle includes: determining the deviation angle between the current game view and the orientation of the virtual vehicle on a specified plane of the virtual vehicle in response to a change in the current game view and / or the orientation of the virtual vehicle; controlling not to switch the current weapon of the virtual vehicle when the deviation angle is within the game view range corresponding to the current weapon of the virtual vehicle; and controlling to switch the current weapon of the virtual vehicle when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, so that the current weapon of the virtual vehicle corresponds to the deviation angle.
[0146] In an optional embodiment, the step of determining the deviation angle between the current game viewpoint and the orientation of the virtual vehicle on a designated plane of the virtual vehicle includes: determining a first angle of the current game viewpoint on the designated plane of the virtual vehicle; and determining the angle difference between the orientation direction of the virtual vehicle and the first angle as the deviation angle.
[0147] In an optional embodiment, when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, the step of controlling the switching of the current weapon of the virtual vehicle includes: when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, selecting the target game angle range to which the deviation angle belongs from the game angle ranges corresponding to multiple virtual weapons; and switching the current weapon of the virtual vehicle to the virtual weapon corresponding to the target game view range.
[0148] In an optional embodiment, the step of adjusting the relative position between the first and second identifiers in the view adjustment identifier includes: adjusting the relative distance between the first and second identifiers in the view adjustment identifier based on the deviation angle; wherein the relative distance is positively correlated with the deviation angle.
[0149] In an optional embodiment, the aforementioned viewpoint adjustment identifier includes: a linear identifier containing multiple second identifiers; the second identifier in the linear identifier is the boundary line corresponding to the boundary viewpoint of the game viewpoint range; wherein, different boundary lines in the linear identifier correspond to different target game viewpoints.
[0150] In an optional embodiment, the step of displaying the view adjustment identifier in the graphical user interface includes: determining a target second identifier from the linear identifiers that corresponds to at least one target game view that has a similarity to the current game view that meets a preset condition; determining the relative position of the first identifier and the target second identifier based on the angle difference between the current game view and the at least one target game view; and displaying the first identifier and the target second identifier as view adjustment identifiers in the graphical user interface.
[0151] In an optional embodiment, the virtual vehicle is configured with a first-view mode, which is used to indicate that the game is played from a third-person perspective. Based on this, before the step of displaying the view adjustment indicator in the graphical user interface, the method further includes: in response to the view adjustment command, controlling the view mode of the virtual vehicle to be adjusted to the first-view mode.
[0152] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, communication interface 103 and memory 100 connected via the bus 102.
[0153] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0154] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0155] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are called and executed by a processor, they cause the processor to implement the information prompting method in the game described above. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0156] Specifically, a graphical user interface is provided through a terminal device. The game includes virtual vehicles equipped with multiple virtual weapons. The information prompting method in the game includes: displaying a game scene in the graphical user interface, wherein the game scene is configured to change with the current game viewpoint; responding to a first preset condition being met between the current game viewpoint and a target game viewpoint, or a second preset condition being met by the viewpoint change rate of the current game viewpoint, controlling the display of a viewpoint adjustment indicator in the graphical user interface; wherein the target game viewpoint is used to trigger the switching of the current weapon of the virtual vehicle, and the viewpoint adjustment indicator is used at least to indicate the relationship between the current game viewpoint and the target game viewpoint.
[0157] The information prompting method in the above game, in order to avoid the view adjustment indicator from obstructing the game's field of view, only displays the view adjustment indicator in the graphical user interface when the game meets preset conditions. This allows for early warning of the current weapon that triggers the switching of virtual vehicles, which helps players make strategic deployments and enhances the player's combat experience.
[0158] In an optional embodiment, the multiple virtual weapons configured in the virtual vehicle include: virtual weapons installed on the virtual vehicle, or virtual weapons configured through multiple virtual positions on the virtual vehicle; wherein the switching of multiple virtual positions is controlled by changes in the current game view and / or the orientation of the virtual vehicle.
[0159] In an optional embodiment, the step of controlling the display of a view adjustment indicator in the graphical user interface in response to the first preset condition being met between the current game view and the target game view, or the view change rate of the current game view meeting a second preset condition, includes: controlling the adjustment of the display parameters of the view adjustment indicator in response to the first preset condition being met between the current game view and the target game view, so that the view adjustment indicator is gradually displayed in the graphical user interface; or, displaying the view adjustment indicator in the graphical user interface in response to the second preset condition being met.
[0160] In an optional embodiment, after the step of displaying the view adjustment indicator in the graphical user interface, the method further includes: in response to the current game view and the target game view satisfying a third preset condition, or the view change speed of the current game view not satisfying a second preset condition, hiding the display view adjustment indicator in the graphical user interface.
[0161] In an optional embodiment, the third preset condition includes: the angle difference between the current game viewpoint and the target game viewpoint is greater than the first preset angle difference.
[0162] In an optional embodiment, the first preset condition includes: the angle difference between the current game view and the target game view is less than or equal to a second preset angle difference; wherein, the second preset angle difference is less than or equal to the first preset angle difference.
[0163] In an optional embodiment, the second preset condition includes: the current game viewpoint's rate of change is greater than or equal to a preset speed threshold.
[0164] In an optional embodiment, the viewpoint change of the current game view is controlled by an external input device; based on this, the above method further includes: capturing the horizontal displacement of the external input device in a single frame in the graphical user interface in real time; determining the viewpoint change speed of the current game view based on the horizontal displacement of the single frame; wherein the viewpoint change speed is positively correlated with the horizontal displacement of the single frame.
[0165] In an optional embodiment, the graphical user interface includes a crosshair, which is used to indicate the current aiming direction of the virtual vehicle's weapon; based on this, the step of displaying the view adjustment indicator in the graphical user interface includes: displaying the view adjustment indicator near the crosshair in the graphical user interface.
[0166] In an optional embodiment, the aforementioned view adjustment indicator includes a first indicator and a second indicator, wherein the first indicator is used to indicate the current game view, and the second indicator indicates the target game view of the current weapon used to trigger the switching of virtual vehicles; the display position of the first indicator in the graphical user interface is aligned with the crosshair position in the vertical direction.
[0167] In an optional embodiment, the method further includes: in response to the current weapon of the virtual vehicle switching from a first virtual weapon to a second virtual weapon, controlling the display of a first preset animation at the crosshair position, and / or adjusting the display style of the crosshair from the crosshair display style corresponding to the first virtual weapon to the crosshair display style corresponding to the second virtual weapon; wherein the first virtual weapon and the second virtual weapon are different virtual weapons among a plurality of virtual weapons, and different virtual weapons correspond to different crosshair display styles.
[0168] In an optional embodiment, multiple virtual weapons are installed at different locations; each virtual weapon is configured with a corresponding game view range, which is determined based on the relative positional relationship between the installation location of the corresponding virtual weapon and the orientation of the virtual vehicle.
[0169] In an optional embodiment, the target game view is the boundary view of the game view range corresponding to the virtual weapon. The boundary view includes a first boundary view and a second boundary view of the game view range, wherein the first boundary view and the second boundary view are different.
[0170] In an optional embodiment, the aforementioned view adjustment identifier includes a first identifier and a second identifier, wherein the first identifier is used to indicate the current game view and the second identifier is used to indicate the target game view; based on this, the aforementioned method further includes: in response to a change in the current game view and / or the orientation of the virtual vehicle, controlling the switching between multiple virtual weapons, and adjusting the relative position between the first identifier and the second identifier in the view adjustment identifier, so that the view adjustment identifier indicates the relationship between the current game view and the target game view.
[0171] In an optional embodiment, the step of controlling the switching between multiple virtual weapons in response to a change in the current game view and / or the orientation of the virtual vehicle includes: determining the deviation angle between the current game view and the orientation of the virtual vehicle on a specified plane of the virtual vehicle in response to a change in the current game view and / or the orientation of the virtual vehicle; controlling not to switch the current weapon of the virtual vehicle when the deviation angle is within the game view range corresponding to the current weapon of the virtual vehicle; and controlling to switch the current weapon of the virtual vehicle when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, so that the current weapon of the virtual vehicle corresponds to the deviation angle.
[0172] In an optional embodiment, the step of determining the deviation angle between the current game viewpoint and the orientation of the virtual vehicle on a designated plane of the virtual vehicle includes: determining a first angle of the current game viewpoint on the designated plane of the virtual vehicle; and determining the angle difference between the orientation direction of the virtual vehicle and the first angle as the deviation angle.
[0173] In an optional embodiment, when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, the step of controlling the switching of the current weapon of the virtual vehicle includes: when the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, selecting the target game angle range to which the deviation angle belongs from the game angle ranges corresponding to multiple virtual weapons; and switching the current weapon of the virtual vehicle to the virtual weapon corresponding to the target game view range.
[0174] In an optional embodiment, the step of adjusting the relative position between the first and second identifiers in the view adjustment identifier includes: adjusting the relative distance between the first and second identifiers in the view adjustment identifier based on the deviation angle; wherein the relative distance is positively correlated with the deviation angle.
[0175] In an optional embodiment, the aforementioned viewpoint adjustment identifier includes: a linear identifier containing multiple second identifiers; the second identifier in the linear identifier is the boundary line corresponding to the boundary viewpoint of the game viewpoint range; wherein, different boundary lines in the linear identifier correspond to different target game viewpoints.
[0176] In an optional embodiment, the step of displaying the view adjustment identifier in the graphical user interface includes: determining a target second identifier from the linear identifiers that corresponds to at least one target game view that has a similarity to the current game view that meets a preset condition; determining the relative position of the first identifier and the target second identifier based on the angle difference between the current game view and the at least one target game view; and displaying the first identifier and the target second identifier as view adjustment identifiers in the graphical user interface.
[0177] In an optional embodiment, the virtual vehicle is configured with a first-view mode, which is used to indicate that the game is played from a third-person perspective. Based on this, before the step of displaying the view adjustment indicator in the graphical user interface, the method further includes: in response to the view adjustment command, controlling the view mode of the virtual vehicle to be adjusted to the first-view mode.
[0178] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0179] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0180] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0181] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0182] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for providing information prompts in a game, characterized in that, The game includes virtual vehicles equipped with multiple virtual weapons, and provides a graphical user interface via a terminal device. The method includes: The game scene is displayed in the graphical user interface, wherein the game scene is configured to change with the current game viewpoint; In response to the current game view and the target game view satisfying a first preset condition, or the view change speed of the current game view satisfying a second preset condition, a view adjustment indicator is displayed in the graphical user interface; wherein, the target game view is used to trigger the switching of the current weapon of the virtual vehicle, and the view adjustment indicator is used at least to indicate the relationship between the current game view and the target game view.
2. The method according to claim 1, characterized in that, The virtual weapons configured in the virtual vehicle include: virtual weapons installed on the virtual vehicle, or virtual weapons configured through multiple virtual positions on the virtual vehicle; wherein the switching of the multiple virtual positions is controlled by changes in the current game view and / or the orientation of the virtual vehicle.
3. The method according to claim 1, characterized in that, The step of controlling the display of a view adjustment indicator in the graphical user interface in response to the current game view and the target game view satisfying a first preset condition, or the view change speed of the current game view satisfying a second preset condition, includes: In response to the fulfillment of a first preset condition between the current game view and the target game view, the display parameters of the view adjustment indicator are controlled and adjusted so that the view adjustment indicator gradually appears in the graphical user interface; or, In response to the current game viewpoint's viewpoint change speed satisfying a second preset condition, the viewpoint adjustment indicator is displayed in the graphical user interface.
4. The method according to claim 1, characterized in that, After the step of displaying the view adjustment indicator in the graphical user interface, the method further includes: In response to the current game view and the target game view meeting a third preset condition, or the view change speed of the current game view not meeting the second preset condition, the view adjustment indicator is hidden or displayed in the graphical user interface.
5. The method according to claim 4, characterized in that, The third preset condition includes: the angle difference between the current game viewpoint and the target game viewpoint is greater than the first preset angle difference.
6. The method according to claim 5, characterized in that, The first preset condition includes: the angle difference between the current game view and the target game view is less than or equal to a second preset angle difference; wherein, the second preset angle difference is less than or equal to the first preset angle difference.
7. The method according to claim 1, characterized in that, The second preset condition includes: the speed of change of the current game view is greater than or equal to a preset speed threshold.
8. The method according to claim 7, characterized in that, The change in the current game viewpoint is controlled via an external input device; the method further includes: Real-time capture of the horizontal displacement of the external input device in the graphical user interface within a single frame; The rate of view change of the current game view is determined based on the single-frame horizontal displacement; wherein the rate of view change is positively correlated with the single-frame horizontal displacement.
9. The method according to claim 1, characterized in that, The graphical user interface includes a crosshair, which is used to indicate the current aiming direction of the virtual vehicle's weapon; The step of displaying the view adjustment indicator in the graphical user interface includes: The view adjustment indicator is displayed near the crosshair in the graphical user interface.
10. The method according to claim 9, characterized in that, The perspective adjustment indicator includes a first indicator and a second indicator. The first indicator indicates the current game perspective, and the second indicator indicates the target game perspective for triggering the switching of the current weapon of the virtual vehicle. The first indicator is displayed in the graphical user interface with the crosshair position in the vertical direction.
11. The method according to claim 9, characterized in that, The method further includes: In response to the virtual vehicle's current weapon switching from a first virtual weapon to a second virtual weapon, the system controls the display of a first preset animation at the crosshair position, and / or adjusts the crosshair display style from the crosshair display style corresponding to the first virtual weapon to the crosshair display style corresponding to the second virtual weapon; wherein the first virtual weapon and the second virtual weapon are different virtual weapons among the plurality of virtual weapons, and different virtual weapons correspond to different crosshair display styles.
12. The method according to claim 1, characterized in that, The multiple virtual weapons each have different installation positions; each virtual weapon is configured with a corresponding game view range, which is determined based on the relative positional relationship between the installation position of the corresponding virtual weapon and the orientation of the virtual vehicle.
13. The method according to claim 12, characterized in that, The target game view is the boundary view of the game view range corresponding to the virtual weapon. The boundary view includes a first boundary view and a second boundary view of the game view range, wherein the first boundary view and the second boundary view are different.
14. The method according to claim 13, characterized in that, The view adjustment indicator includes a first indicator and a second indicator, wherein the first indicator is used to indicate the current game view and the second indicator is used to indicate the target game view; The method further includes: In response to a change in the current game view and / or the orientation of the virtual vehicle, control the switching between the plurality of virtual weapons, and adjust the relative position between the first and second identifiers in the view adjustment identifiers so that the view adjustment identifiers indicate the relationship between the current game view and the target game view.
15. The method according to claim 14, characterized in that, The step of controlling the switching between the multiple virtual weapons in response to a change in the current game view and / or the orientation of the virtual vehicle includes: In response to a change in the current game view and / or the orientation of the virtual vehicle, the deviation angle between the current game view and the orientation of the virtual vehicle on a specified plane of the virtual vehicle is determined; When the deviation angle is within the game view range corresponding to the current weapon of the virtual vehicle, the control does not switch the current weapon of the virtual vehicle; When the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, the current weapon of the virtual vehicle is switched so that the current weapon of the virtual vehicle corresponds to the deviation angle.
16. The method according to claim 15, characterized in that, The step of determining the deviation angle between the current game viewpoint and the orientation of the virtual vehicle on a specified plane of the virtual vehicle includes: Determine the first angle of the current game viewpoint on the specified plane of the virtual vehicle; The angle difference between the orientation of the virtual vehicle and the first angle is determined as the deviation angle.
17. The method according to claim 15, characterized in that, The step of controlling the switching of the virtual vehicle's current weapon when the deviation angle is not within the game view range corresponding to the virtual vehicle's current weapon includes: When the deviation angle is not within the game view range corresponding to the current weapon of the virtual vehicle, the target game angle range to which the deviation angle belongs is selected from the game angle ranges corresponding to the plurality of virtual weapons; Switch the current weapon of the virtual vehicle to the virtual weapon corresponding to the target game view range.
18. The method according to claim 15, characterized in that, The step of adjusting the relative position between the first and second identifiers in the perspective adjustment identifier includes: Based on the deviation angle, the relative distance between the first and second identifiers in the viewpoint is adjusted; wherein the relative distance is positively correlated with the deviation angle.
19. The method according to claim 14, characterized in that, The perspective adjustment identifier includes: a linear identifier containing multiple second identifiers; the second identifier in the linear identifier is the boundary line corresponding to the boundary view of the game perspective range; wherein, different boundary lines in the linear identifier correspond to different target game perspectives.
20. The method according to claim 19, characterized in that, The step of displaying the view adjustment indicator in the graphical user interface includes: From the linear identifiers, determine the target second identifier corresponding to at least one target game view that has a similarity to the current game view that meets a preset condition; Based on the angle difference between the current game view and the at least one target game view, the relative positions of the first identifier and the target second identifier are determined, and the first identifier and the target second identifier are displayed in the graphical user interface as the view adjustment identifier.
21. The method according to any one of claims 1-20, characterized in that, The virtual vehicle is configured with a first-view mode, which indicates that the game is played from a third-person perspective; prior to the step of displaying the view adjustment indicator in the graphical user interface, the method further includes: In response to the viewpoint adjustment command, the viewpoint mode of the virtual vehicle is adjusted to the first viewpoint mode.
22. An information prompting device for a game, characterized in that, The game provides a graphical user interface via a terminal device, includes virtual vehicles equipped with multiple virtual weapons, and the device includes: A screen display module is used to display game scene images in the graphical user interface, wherein the game scene images are configured to change with the current game viewpoint; The indicator display module is used to control the display of a view adjustment indicator in the graphical user interface in response to a first preset condition being met between the current game view and the target game view, or a second preset condition being met by the view change speed of the current game view; wherein the target game view is used to trigger the switching of the current weapon of the virtual vehicle, and the view adjustment indicator is used at least to indicate the relationship between the current game view and the target game view.
23. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the information prompting method in the game according to any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the information prompting method in the game as described in any one of claims 1 to 21.