Display control method, device and equipment of hit prompt, and storage medium
Patent Information
- Application Number
- CN202611250459.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-08-17
- Publication Date
- 2026-10-13
AI Technical Summary
[0004]然而,相关技术中的受击提示仅能够指示攻击来源大致的方位,玩家看到受击提示后仍要先仔细扫描画面攻击来源是否处于视野范围内,在未在视野范围内时,还需要进一步反复转动镜头试探,才能确定攻击来源的方位,导致攻击来源的定位效率较低
根据攻击来源是否处于主控虚拟对象的视野范围,将受击提示显示在对应的第一预设显示轨迹或者第二预设显示轨迹上。玩家能够根据受击提示所处的轨迹,直接知晓攻击来源是否位于画面内,无需扫视画面进行判断。当受击提示显示在第一预设显示轨迹上时,玩家微调镜头即可对准攻击来源;当受击提示显示在第二预设显示轨迹上时,玩家可直接大角度转动镜头搜寻目标。搜索攻击来源的路径得以从“查看提示、转动镜头、反复搜寻”精简为“查看提示、一次转向”。方位信息与视野状态信息同步传递,相互之间不会形成干扰,玩家仅需一次注视即可完成信息判读,降低玩家读取信息的负担,提高攻击来源的定位效率。该方法在立体地图场景下作用突出,在立体地图中可以有效加快玩家应对速度,提升玩家面对连续攻击时的生存几率。
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Figure CN122894723A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for displaying a hit notification. Background Technology
[0002] In some action games, when the virtual object controlled by the player (the main virtual object) is attacked by an attack source (e.g., an enemy virtual object), a hit notification is usually displayed to help the player determine the location of the attack source.
[0003] In related technologies, when the main virtual object is attacked, a hit notification is displayed on the display area to indicate the position of the attack source relative to the main virtual object on the horizontal plane. For example, by viewing the hit notification, the player can know whether the attack source is in front of, behind, to the left, or to the right of the main virtual object on the horizontal plane.
[0004] However, the hit notifications in related technologies can only indicate the approximate location of the attack source. After seeing the hit notification, players still need to carefully scan the screen to see if the attack source is within their field of view. If it is not within the field of view, they need to repeatedly rotate the camera to probe and determine the location of the attack source, resulting in low efficiency in locating the attack source. Furthermore, in 3D virtual environments containing three-dimensional terrain such as buildings, platforms, and tunnels, the attack source is often located significantly higher or lower than the main virtual object. After players complete the turning based on the horizontal directional prompts, they still need to repeatedly search in the vertical direction to locate the attack source, further reducing the efficiency of attack source location. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for displaying a hit alert. The technical solution provided by this application includes the following aspects.
[0006] According to one aspect of the embodiments of this application, a method for controlling the display of a hit notification is provided, the method being executed by a client, the method comprising: In response to an attack on the master virtual object, a hit notification is displayed in the display area, which indicates the location of the attack source attacking the master virtual object; When the source of the attack is within the field of view of the main virtual object, the hit notification will be displayed on a first preset display trajectory set around the center of the display area; If the source of the attack is outside the field of view, the hit notification will be displayed on a second preset display trajectory set around the center.
[0007] According to one aspect of the embodiments of this application, a display control device for a hit alert is provided, characterized in that the device comprises: The display module is used to respond to an attack event on the main virtual object and display a hit notification in the display area. The hit notification is used to indicate the location of the attack source attacking the main virtual object. The display module is also used to display the hit notification on a first preset display trajectory set around the center of the display area when the attack source is within the field of view of the main virtual object; The display module is also used to display the hit notification on a second preset display trajectory set around the center when the attack source is outside the field of view.
[0008] According to one aspect of the embodiments of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described display control method for the hit notification.
[0009] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the computer program, which is loaded and executed by a processor to implement the above-described display control method for the hit notification.
[0010] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium, and a processor reading from the computer-readable storage medium and executing the computer program to implement the above-described display control method for the hit prompt.
[0011] The technical solution provided in this application can bring the following beneficial effects: Depending on whether the attack source is within the field of view of the controlled virtual object, the hit notification is displayed on either a first or second preset display trajectory. Players can directly determine whether the attack source is within the screen based on the trajectory of the hit notification, without needing to scan the screen for judgment. When the hit notification is displayed on the first preset trajectory, players can fine-tune the camera to aim at the attack source; when the hit notification is displayed on the second preset trajectory, players can directly rotate the camera at a large angle to search for the target. The path to search for the attack source is simplified from "viewing the notification, rotating the camera, and repeatedly searching" to "viewing the notification and turning once." Location information and field of view information are transmitted synchronously without interference, allowing players to interpret information with a single glance, reducing the burden of information reading and improving the efficiency of attack source location. This method is particularly effective in 3D map scenarios, significantly accelerating player response speed and increasing the player's survival rate when facing continuous attacks. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 This application shows a structural block diagram of a computer system provided in an exemplary embodiment; Figure 2 This illustration shows a schematic diagram of the field of view of a master virtual object provided in an exemplary embodiment of this application; Figure 3 A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 4 This illustration shows a schematic diagram of the first preset display trajectory and hit notification provided in an exemplary embodiment of this application; Figure 5 A schematic diagram illustrating the display of a hit notification provided in an exemplary embodiment of this application is shown; Figure 6 A schematic diagram illustrating the display of a hit notification provided in an exemplary embodiment of this application is shown; Figure 7 A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 8 A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 9A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 10 A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 11 A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 12 A schematic diagram illustrating the display of a hit notification provided in an exemplary embodiment of this application is shown; Figure 13 A schematic diagram illustrating the display of a hit notification provided in an exemplary embodiment of this application is shown; Figure 14 A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 15 A schematic diagram illustrating the display of a hit notification provided in an exemplary embodiment of this application is shown; Figure 16 A schematic diagram illustrating the display of a hit notification provided in an exemplary embodiment of this application is shown; Figure 17 This illustration shows a schematic diagram of determining the location of a hit alert display according to an exemplary embodiment of this application; Figure 18 A schematic diagram illustrating the display of a hit notification provided in an exemplary embodiment of this application is shown; Figure 19 A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 20 A flowchart illustrating a method for displaying a hit notification according to an exemplary embodiment of this application is shown. Figure 21 A schematic diagram illustrating the display of a hit notification provided in an exemplary embodiment of this application is shown; Figure 22 This invention provides a structural block diagram of a display control device for a hit notification provided in an exemplary embodiment of this application. Figure 23 A structural block diagram of a computer device provided in an exemplary embodiment of this application is shown. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0015] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0016] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.
[0017] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."
[0018] It should be noted that this application may display prompts, pop-ups, or output voice messages before and during the collection of user data. These prompts, pop-ups, or voice messages are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of this user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0019] First, let me introduce the relevant terms and concepts used in this application: Multiplayer online competitive games (MOOCs) refer to games where multiple virtual entities fight against each other in the same three-dimensional virtual environment. Tactical competitive games are played in matches, and each match may use the same or different maps.
[0020] A 3D virtual environment is a 3D virtual environment displayed (or provided) by an application when it runs on a terminal. This 3D virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. This 3D virtual environment possesses a complete 3D spatial architecture and three-dimensional terrain scenes, encompassing various terrains and scene facilities such as buildings, platforms, tunnels, mountains, ravines, walls, and more. It can create undulating, layered spatial effects, possessing realistic terrain elevation differences and object occlusion relationships, and can build a highly immersive 3D scene space.
[0021] Virtual object: refers to at least one movable object controlled by the user in a three-dimensional virtual environment. This virtual object can be a virtual character, virtual animal, anime character, etc. Optionally, the virtual object is a three-dimensional model created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment.
[0022] Master virtual object: refers to a virtual object controlled by the current user or player.
[0023] Attack Source: This refers to the entity that initiates the attack when the controlled virtual object is attacked. The attack source includes both active and indirect attackers. An active attacker is a virtual object that executes attack commands, releases attack skills / projectiles, or triggers the attack operation. Examples include virtual objects different from the controlled virtual object, enemy virtual objects belonging to a different faction, and non-player characters (NPCs). An indirect attacker is an attacker that does not directly target the controlled virtual object but causes damage to it through its attack effects or area of influence. For example, an attack source fires a parent bullet with derivative sub-bullets at another virtual object, and the sub-bullets derived from this parent bullet hit the controlled virtual object.
[0024] Field of view (FPV): This refers to the three-dimensional spatial area centered on the player's virtual character, defined by the viewing direction, field of view angle, and maximum visible distance. It constitutes the perceptual boundary for the player to acquire information and formulate strategies within the three-dimensional virtual environment. In a three-dimensional virtual environment, FPV is defined based on the coverage area of the view frustum. The view frustum is a pyramidal three-dimensional visible area with the camera viewpoint corresponding to the player-controlled virtual object as its vertex and the viewing direction as its center, extending outwards along its axis. The view frustum is constrained by the horizontal field of view angle, the vertical field of view angle, and the maximum visible distance. Scene elements, objects, and various entities within the view frustum can be observed and recognized by the player, while content outside the view frustum is outside the screen's visible range, thus defining the player's actual visible space.
[0025] Horizontal azimuth: refers to the signed angle (positive on the right, negative on the left) between the projection of the line connecting the attack source and the master virtual object onto the horizontal plane (world coordinate XOZ plane) and the projection of the camera's forward vector onto the same plane. It is used to convey the position of the attack source relative to the master object on the horizontal plane.
[0026] In related technologies, when the main virtual object is attacked, a hit notification is displayed on the display area to indicate the position of the attack source relative to the main virtual object on the horizontal plane. For example, by viewing the hit notification, the player can know whether the attack source is in front of, behind, to the left, or to the right of the main virtual object on the horizontal plane.
[0027] However, the hit notification in the relevant technology can only indicate the approximate location of the attack source. After seeing the hit notification, the player still needs to carefully scan the screen to see if the attack source is within the field of view. If it is not within the field of view, the player needs to repeatedly rotate the camera to try to determine the location of the attack source, resulting in low efficiency in locating the attack source.
[0028] For example, the main virtual character is in a plaza area, and the source of the attack (an enemy virtual character) is located slightly to the right in front of the main virtual character. After the main virtual character is attacked, only a hit notification is displayed, indicating that the source of the attack is located to the right front of the main virtual character. The player can only know the approximate location of the attack source and cannot directly determine whether the attack source is currently on the screen. The player needs to first carefully scan the entire display area to confirm that there is no attack source within the field of view, and then continuously rotate the camera left and right to search and gradually pinpoint the exact location of the attack source. The entire search process involves many steps, making it time-consuming for the player to go from observing the hit notification to finding the attack source, resulting in low efficiency in attack source location.
[0029] To further illustrate the technical solutions provided in the embodiments of this application, a detailed description is provided below in conjunction with the accompanying drawings and specific implementation methods. Although the embodiments of this application provide method operation steps as shown in the following embodiments or drawings, more or fewer operation steps may be included in the method based on conventional or non-inventive effort. For steps that do not logically have a necessary causal relationship, the execution order of these steps is not limited to the execution order provided in the embodiments of this application. In actual processing or when the control device executes the method, it may be executed sequentially or in parallel according to the method shown in the embodiments or drawings.
[0030] Other features and advantages of this application will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings.
[0031] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0032] The first terminal 110 has a first client 111 installed and running, which supports a three-dimensional virtual environment. This first client 111 can be a multiplayer online battle application. When the first terminal 110 runs the first client 111, the player interface of the first client 111 is displayed on the screen of the first terminal 110. In this embodiment, the first client 111 is used as an example of a three-dimensional action game supporting multiplayer competitive gameplay with three-dimensional terrain. The first terminal 110 is the terminal used by the first player 112. The first player 112 uses the first terminal 110 to control a master virtual object located in the three-dimensional virtual environment to perform activities (e.g., walking, running, jumping, riding vehicles, using attack items, releasing skills, etc.), or to operate virtual items owned by the master virtual object. The master virtual object can be referred to as the virtual object controlled by the first player 112. Illustratively, the master virtual object can be a realistic character or an anime character.
[0033] The second terminal 130 has a second client 131 installed and running, which supports a three-dimensional virtual environment. This second client 131 can be a multiplayer online battle application. When the second terminal 130 runs the second client 131, the player interface of the second client 131 is displayed on the screen of the second terminal 130. In this embodiment, the second client 131 is used as an example of a three-dimensional action game supporting multiplayer competitive gameplay with three-dimensional terrain. The second terminal 130 is the terminal used by the second player 113. The second player 113 uses the second terminal 130 to control a first virtual object located in the three-dimensional virtual environment to perform activities (e.g., walking, running, jumping, riding vehicles, using attack items, releasing skills, etc.). When the main virtual object is attacked by an attack performed by the first virtual object controlled by the second player 113, the first virtual object is referred to as the source of the attack. Illustratively, the first virtual object can be a realistic character or an anime character.
[0034] Server 120 installs and runs a multiplayer online battle application that supports a 3D virtual environment. During the operation of this application, Server 120 can generate and control NPCs (Non-Player Characters) within the 3D virtual environment to perform various activities (e.g., walking, running, jumping, riding vehicles, using attack items, releasing skills, etc.). When the primary virtual object is attacked by an NPC controlled by Server 120, that primary virtual object is referred to as the source of the attack. For illustrative purposes, the NPC can be a realistic or anime character.
[0035] Optionally, the master virtual object and the attack source are in the same three-dimensional virtual environment. Optionally, when the attack source is an active attacker and is not an NPC, the attack source can be the first virtual object controlled by the second player 113. The master virtual object and the first virtual object can belong to different factions, different teams, different organizations, or have hostile relationships.
[0036] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals; this embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, laptops, desktop computers, handheld game consoles, smart TVs, wearable devices, cloud gaming terminals, etc. In some embodiments, the 3D action game supports both mobile and desktop clients. That is, the multiple terminals include mobile terminals running mobile clients and computer terminals running desktop clients.
[0037] Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a development and editing platform for a client supporting a 3D virtual environment is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0038] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0039] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting a 3D virtual environment. Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0040] In an illustrative example, server 120 includes a processor 122, a player account database 123, an NPC control module 124, and a player-facing input / output interface (I / O interface) 125. The processor 122 loads instructions stored in server 120 and processes data in the player account database 123 and NPC control module 124. The player account database 123 stores data about player accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as player account avatars, nicknames, combat power indices, and the server region. The NPC control module 124 generates and controls NPCs within the 3D virtual environment to perform various activities. The player-facing I / O interface 125 establishes communication and exchanges data with the first terminal 110 and / or the second terminal 130 via a wireless or wired network.
[0041] In some embodiments, at least one of the multiple terminals supports a touchscreen, on which one or more touch controls are displayed. Players use the one or more touch controls to control the activities of virtual objects and / or manipulate virtual items owned by the virtual objects.
[0042] In some embodiments, at least one of the multiple terminals supports peripheral devices, including but not limited to: physical keyboards, mice, game controllers, etc. The peripheral devices include one or more physical buttons. Players use these one or more physical buttons to control the activities of virtual objects and / or manipulate virtual items owned by the virtual objects.
[0043] This application provides a 3D action game that supports multiplayer competitive gameplay on 3D terrain, supporting PVP (Player vs. Player) and PVE (Player vs. Environment) modes. This 3D action game can realize at least one of the following application forms, including but not limited to: ordinary 3D game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications. In competitive gameplay, each player controls their chosen virtual object into a 3D virtual environment. Within this 3D virtual environment, different players engage in combat using their chosen virtual objects.
[0044] In some action games, when the virtual object controlled by the player (the main virtual object) is attacked by an attack source (e.g., an enemy virtual object), a hit notification is usually displayed to help the player determine the location of the attack source.
[0045] In related technologies, when the main virtual object is attacked, a hit notification is displayed on the display area to indicate the position of the attack source relative to the main virtual object on the horizontal plane. For example, by viewing the hit notification, the player can know whether the attack source is in front of, behind, to the left, or to the right of the main virtual object on the horizontal plane.
[0046] However, as the game scene includes more and more three-dimensional terrain such as buildings, platforms, and tunnels, the source of attacks often appears at high or low places on the virtual objects controlled by the player. After the player sees the horizontal prompt, they still need to search repeatedly in the vertical direction to locate the source of the attack. This takes a certain amount of time from seeing the prompt to locking the source of the attack, resulting in low efficiency in locating the source of the attack.
[0047] The technical solution provided in this application, in the three-dimensional virtual environment 201, responds to an attack on the main virtual object by determining whether the source of the attack is within the field of view of the main virtual object. For example... Figure 2As shown, the coverage area of the frustum 204 of the camera 203 corresponding to the master virtual object 202 is the field of view of the master virtual object. That is, when the attack source is outside the frustum 204, it is determined that the attack source is outside the field of view of the master virtual object 202, meaning that the attack source is not visible to the player controlling the master virtual object; when the attack source is inside the frustum 204, it is determined that the attack source is within the field of view of the master virtual object 202, meaning that the attack source is visible to the player controlling the master virtual object 202. When the attack source is detected to be within the field of view of the master virtual object 202, the hit notification is displayed on a first preset display trajectory set around the center of the display area; when the attack source is detected to be outside the field of view of the master virtual object 202, the hit notification is displayed on a second preset display trajectory set around the center of the display area.
[0048] In other words, for the two scenarios where the attack source is within or outside the field of view of the main virtual object 202, the hit notification is displayed differently using different preset display trajectories. This allows players to determine whether the attack source is within the field of view of the main virtual object 202 based on the preset display trajectory corresponding to the hit notification. Players no longer need to scan the entire screen to make a judgment; seeing the first preset display trajectory allows for minor adjustments to the camera to locate the attack source, while seeing the second preset display trajectory allows for a large-angle adjustment to search for the attack source. The path to locking onto the attack source is compressed from "seeing the hit notification - turning the camera - searching up and down" to "seeing the hit notification, one turn." This embodiment provides both directional information and field of view status simultaneously, requiring only one glance for interpretation, greatly shortening the player's reaction time and quickly pinpointing the specific location of the attack source. The above solution will be explained in more detail in the following embodiments.
[0049] Please refer to Figure 3 , Figure 3 A flowchart illustrating a click-based notification display control method provided in an exemplary embodiment of this application is shown. The execution entity for each step of the method is a computer device. In some embodiments, the computer device may be a terminal device, for example, the terminal device is the first terminal 110 described above, and the steps of the method are executed by a first client 111 of the first terminal 110. The method may include at least one of the following steps (310-340).
[0050] Step 310: In response to an attack event on the master virtual object, display a hit notification in the display area. The hit notification is used to indicate the location of the attack source that attacked the master virtual object.
[0051] An attack event refers to an event triggered when the main virtual object in a three-dimensional virtual environment is subjected to harmful interactive behavior by an attack source (e.g., other virtual objects, NPCs, traps, etc. in the virtual environment).
[0052] In some embodiments, the attack originates from a virtual object belonging to a different faction than the controlling virtual object. For example, in a multiplayer online competitive game, if an enemy virtual object from an opposing faction launches an attack on the controlling virtual object, such as a virtual shot, a virtual melee attack, or virtual skill damage, the computer device determines that an attack event has occurred on the controlling virtual object.
[0053] In some embodiments, the attack originates from a non-player character within the three-dimensional virtual environment. For example, when the controlling virtual object is subjected to an attack by an NPC, the computer device determines that an attack event has occurred on the controlling virtual object.
[0054] Optionally, the attack events include direct damage events and indirect damage events.
[0055] The aforementioned direct damage event refers to an attack that originates directly against the controlled virtual object. For example, a hostile virtual object uses virtual skills to shoot or melee at the controlled virtual object, causing a decrease in the controlled virtual object's health. In other words, a direct damage event occurs when the attacking source, as the active attacker, inflicts an attack on the controlled virtual object.
[0056] The aforementioned indirect harm event refers to an attack on a controlled object by an attack source through indirect means. For example, the attack source fires a parent bullet with derived sub-bullets at another virtual object, and the sub-bullets derived from the parent bullet hit the controlled virtual object. In other words, when the target of the attack source is not the controlled virtual object, but the controlled virtual object suffers an attack operation, then the attack source has caused an indirect harm event to the controlled virtual object.
[0057] In some embodiments, a hit notification refers to a visual cue element displayed in the display area that informs the player of the direction from which the attack originated.
[0058] In some embodiments, in client games, mobile games, or game console games, the display area is the display screen of the terminal device, mobile phone, or game console running and displaying the game screen of the client game, mobile game, or game console game, respectively. All or part of this display screen is used as the display area to display the graphical user interface (GUI). The graphical user interface (GUI) is a user display interface form displayed on the terminal device; it is an operational user interface displayed graphically on the terminal device, and is a form of interface display for human-computer communication. Users interact with the computer device through icons and visual indicators.
[0059] In some embodiments, in Virtual Reality (VR) games, Augmented Reality (AR) games, and Mixed Reality (MR) games, the display area refers to all or part of the display area of the user's head-mounted display screen.
[0060] In some embodiments, a hit alert is a visually directional display element used to indicate the location of the attack source relative to the controlling virtual object. For example, the display style of the hit alert includes, but is not limited to, the following shapes: a fan-shaped highlighted area, a partially filled circular area, an arc, an arc with an arrow, a triangle, and a rhombus.
[0061] In some embodiments, the display style (such as color and / or shape) of the hit notification is determined based on the attack type. For example, when the attack type is physical damage, the hit notification is displayed in red; when the attack type is magic damage, the hit notification is displayed in blue; and when the attack type is a ranged sniper attack, the hit notification is displayed in purple.
[0062] Optionally, in response to an attack event on the master virtual object, the computer device displays a hit notification in the display area, which indicates the location of the attack source attacking the master virtual object.
[0063] Step 320: Determine whether the source of the attack is within the field of view of the master virtual object. If yes, proceed to step 330; otherwise, proceed to step 340.
[0064] In some embodiments, the area covered by the viewing frustum of the camera corresponding to the master virtual object is taken as the field of view of the master virtual object. That is, as... Figure 2As shown, the scene within the area covered by the viewing frustum 204 of the camera 203 is visible to the main virtual object 202, and this area falls within the field of view of the main virtual object 202. Simultaneously, the viewing frustum 204 is used as the criterion for determining whether the attack source is within the field of view of the main virtual object 202. Specifically, if the attack source is within the viewing frustum 204, it is determined that the attack source is within the field of view of the main virtual object 202; conversely, if the attack source is outside the viewing frustum 204, it is determined that the attack source is outside the field of view of the main virtual object 202.
[0065] In some embodiments, the position of the camera corresponding to the master virtual object in the three-dimensional virtual environment is denoted as c, and the unit forward vector, unit right vector, and unit upward vector of the camera's coordinate system are respectively... The attack source is located at position p in the 3D virtual environment. As a directional vector pointing from the camera to the source of the attack. The horizontal yaw angle refers to the horizontal angle between the attack source and the camera's forward vector. Vertical pitch angle refers to the vertical angle between the attack source and the camera's forward vector. This is the horizontal half-angle of the camera, that is, the general angle of the horizontal visible range. This is the camera's vertical half-angle of view, that is, the general angle of the vertical visible range. If... Right now This determines that the attack originated in front of the controlling virtual object. This determines that the attack source is directly behind or to the side of the controlling virtual object, meaning it's behind the controlling virtual object. If... If the attack originates from within the camera's field of view, it means the attack originates from within the field of view of the main virtual object.
[0066] In some embodiments, based on the above embodiments, the forward vector of the camera is taken as... The location of the attack source in the 3D virtual scene is converted into a percentage coordinate with the display center as the origin. This is the offset of the attack source in the left-right direction from the camera, mapped to half the width of the display area, resulting in the left-right offset ratio of the attack source relative to the camera (or the main virtual object). It is a scaling factor per unit distance in the horizontal direction corresponding to the edge of the display area. This is the vertical offset of the attack source relative to the camera, mapped to half the height of the display area, resulting in the vertical offset ratio of the attack source relative to the camera (or the main virtual object). It is a scaling factor per unit distance from the edge of the display area in the vertical direction. The attack source was determined to be located in front of the controlling virtual object. When... If the attack originates from within the camera's field of view, it is determined that the attack originates from within the field of view of the main virtual object.
[0067] Step 330: Display the hit notification on the first preset display trajectory set at the center of the surrounding display area.
[0068] Step 340: Display the hit notification on the second preset display trajectory set around the center.
[0069] Steps 330 and 340 will be explained below.
[0070] In some embodiments, when the source of the attack is within the field of view of the master virtual object, a hit notification is displayed on a first preset display trajectory set at the center of the surrounding display area.
[0071] In some embodiments, when the attack source is outside the field of vision, a hit notification is displayed on a second preset display trajectory set around the center.
[0072] In some embodiments, when both the first preset display trajectory and the second preset display trajectory are stored in the display area, the first preset display trajectory and the second preset display trajectory are not displayed. These two display trajectories are only used to provide a display position for the hit notification.
[0073] In some embodiments, the second preset display trajectory is different from the first preset display trajectory. For example, the first preset display trajectory is a small-radius circular trajectory around the center of the display area (used for prompts within the field of view), and the second preset display trajectory is a rounded rectangular trajectory near the edge of the display area (used for prompts outside the field of view). By setting prompts within and outside the field of view on different preset display trajectories, players can intuitively determine whether the source of the attack is within the field of view based on the display position of the hit prompt, without needing to pay extra attention to the display style of the prompt.
[0074] In some embodiments, the first preset display trajectory refers to a virtual trajectory path pre-defined in the display area and distributed around the center of the display area, which is the display position for displaying the hit notification. The first preset display trajectory corresponds to the hit direction indication area within the field of view.
[0075] In some embodiments, the first preset display trajectory is a circular trajectory centered on the center of the display area, such as... Figure 4 The display trajectory 401 in (a) is shown. For example, the radius of the circular trajectory is smaller than the boundary of the display area and larger than the coverage of the crosshair or aiming mark at the center of the display area.
[0076] In some embodiments, the first preset display trajectory is an elliptical trajectory, a rounded rectangular trajectory, or a polygonal trajectory (e.g., a regular hexagon or a regular octagon) surrounding the center of the display area. Among these, a circular trajectory is as follows: Figure 4 As shown in the display trajectory 402 in (b), the rounded rectangular trajectory is as follows: Figure 4 As shown in the display trajectory 403 in (c), the regular hexagonal trajectory is as follows: Figure 4 The display trajectory 404 is shown in (d).
[0077] Optionally, the hit notification on the first preset display trajectory is an arc, an arc with an arrow, a filled fan-shaped area, or a dynamic light spot moving along the first preset trajectory. For example... Figure 4 As shown in (e), the hit notification is an arc 406; as Figure 4 As shown in (f), the hit notification is an arc 407 with an arrow.
[0078] In some embodiments, the second preset display trajectory is the edge of the display area, or a rounded rectangular trajectory spaced at a preset distance from the edge of the display area.
[0079] The second preset display trajectory, defined as the edge of the display area, refers to using the four boundary lines of the display area (i.e., the top, bottom, left, and right edges) as the display trajectory for the hit notification. In this case, the hit notification is displayed at the edge of the screen to indicate that the attack source is located outside the field of view.
[0080] The second preset display trajectory, described above, is a rounded rectangular trajectory spaced a preset distance from the edge of the display area. This means that the second preset display trajectory is not flush with the screen boundary, but rather located inside the display area and maintains a certain distance from the four edges of the display area. The four corners of the rounded rectangular trajectory are rounded rather than right angles to improve visual comfort and avoid visual conflicts with right-angled UI elements on the screen (such as the minimap, status bar, etc.).
[0081] In the above embodiments, the second preset display trajectory can be selected from the edge of the display area, or a rounded rectangular trajectory that maintains a preset distance from the edge of the display area. The display trajectory supports continuous adjustment of the indentation spacing. When the preset interval is zero, the trajectory is equivalent to the edge of the display area, and the shape parameters have continuously adjustable characteristics. By setting a reasonable indentation distance, the hit notification can avoid various interface controls such as the minimap and skill bar, preventing the notification from overlapping and obscuring permanent UI elements. At the same time, the trajectory adopts a rounded rectangular structure, which can avoid the notification mark from colliding and interfering with interface controls at the four corners of the display area, and adapt to diverse HUD (Head-Up Display) layout schemes. The rounded rectangular trajectory conforms to the interface design paradigm of mainstream shooting games, fits the existing visual cognitive habits of players, and reduces the learning cost for players to recognize it.
[0082] In some embodiments, the first preset display trajectory and the second preset display trajectory are concentric circular trajectories centered at a central point. The radius of the second preset display trajectory is larger than the radius of the first preset display trajectory. For example... Figure 4 As shown in (g), the first preset display trajectory 408 and the second preset display trajectory 409 are concentric circular trajectories with the center as the center. The radius of the second preset display trajectory 409 is larger than the radius of the first preset display trajectory 408.
[0083] In this embodiment, the hit notifications within and outside the field of view are set as concentric ring trajectories with the same center but different radii. The first preset display trajectory with a smaller radius corresponds to the attack source within the field of view, while the second preset display trajectory with a larger radius corresponds to the attack source outside the field of view. Based on the concentric radial distribution, the notification state switching only involves sliding displacement along the radial direction, resulting in smooth and natural transition animations and a unified and stable visual experience. The dual-ring trajectory is generated with the screen center as the reference, and the outer ring trajectory is not attached to the screen boundary for positioning. This effectively avoids UI occlusion problems on irregularly shaped screens such as notch screens and waterdrop screens, and is not affected by differences in the aspect ratio of the device screen. It can adapt to terminal devices of different shapes and sizes, and all types of devices can use the same placement logic to complete the notification rendering, resulting in strong device adaptability. At the same time, the concentric layout of the dual rings is neat and visually symmetrical, making the overall interface cleaner and more unified. The radial distance between the inner and outer rings creates a clear visual contrast, allowing players to quickly distinguish whether the attack source is inside or outside the field of view, making identification and judgment more intuitive and efficient.
[0084] In some embodiments, the first preset display trajectory and the second preset display trajectory are the inner and outer edges of the same circular trajectory. For example... Figure 4 As shown in (h), the first preset display trajectory 411 and the second preset display trajectory 412 are the inner edge and outer edge of the same circular trajectory 410, respectively.
[0085] In this embodiment, hit alerts both within and outside the field of view are unified onto the same circular trajectory, with status differentiation achieved solely by aligning with the inner and outer edges of the circular trajectory. The entire system utilizes a single circular visual carrier, employing minimal interface visual elements to simultaneously provide dual alerts for both attack location and field of view status. This effectively simplifies the interface display, avoids cluttered UI elements, and results in a cleaner and more concise display area. The two types of hit alerts at the same location maintain a consistent angle, with status differentiation achieved only through radial offset. Alert switching involves only a small radial shift, resulting in minimal animation changes and a natural visual transition. This differentiation method does not alter the original alert angle positioning logic, making it suitable for complex scenarios with a large number of in-game alerts and simultaneous attacks from multiple directions, offering high recognition accuracy. Furthermore, this solution is based on the existing single-ring alert structure, requiring no additional trajectory layers or layout logic, minimizing modifications to existing client programs, and reducing iteration difficulty and adaptation costs.
[0086] In some embodiments, the first preset display trajectory and the second preset display trajectory are the same preset display trajectory. When the attack source is within the field of view, the hit notification display style is the first display style. When the attack source is outside the field of view, the hit notification display style is a second display style different from the first display style.
[0087] The first display style and the second display style are different, and the first display style and the second display style differ in at least one of the following display parameters: the elements contained, the color, the fill level, the size, the dynamic effects, the transparency, and the display duration.
[0088] In this embodiment, the same preset display trajectory is used to display the hit notification. Differentiated notifications of the attack source's visual state are achieved solely by differentiating the display styles of the hit notifications within and outside the field of view. This method does not require modification to the original hit notification's placement logic and underlying trajectory layout mechanism; it only differentiates the display style of the notification. Compared to optimization schemes that add new display trajectories and modify the notification's position arrangement, the scope of modification to the original client program is minimal, significantly reducing the development cost of feature iteration. Simultaneously, while maintaining a unified trajectory position, the visual difference between the first and second display styles, combined with directional information, clearly distinguishes the attack source's state within and outside the field of view without increasing the player's visual recognition burden. This ensures that players can quickly and accurately interpret both the attack source's location and visual status, simplifying program modification and reducing upgrade costs while fully preserving and optimizing the interactive recognition effect of the hit notification.
[0089] like Figure 5 As shown in (a), the attack source 501 is located within the frontal view 502 of the camera corresponding to the master virtual object 500. Figure 5 As shown in (b), the attack source 501 is located within the view frustum side view 503 of the camera corresponding to the master virtual object 500. Combined with... Figure 5 As shown in (a) and (b), it can be determined that the attack source 501 is located within the view frustum of the camera, therefore it can be determined that the attack source 501 is within the field of view of the main virtual object 500. Figure 5 As shown in (c), a hit notification 506 is displayed on a first preset display trajectory 504 set at the center 505 surrounding the display area. It should be noted that the first preset display trajectory 504 is not displayed in the actual game screen; it is only displayed here to illustrate that the hit notification 506 is displayed on the first preset display trajectory 504.
[0090] like Figure 6 As shown in (a), the attack source 501 is located outside the frontal view 502 of the camera corresponding to the master virtual object 500, and it can be seen that the attack source 501 is located above the master virtual object 500. Figure 6 As shown in (b), the attack source 501 is located outside the frontal view 510 of the camera corresponding to the master virtual object 500, and it can be seen that the attack source 501 is located in front of the master virtual object 500. Combined with... Figure 6 As shown in (a) and (b), it can be determined that the attack source 501 is located outside the view frustum of the camera, therefore it can be determined that the attack source 501 is outside the field of view of the main virtual object 500. The second preset display trajectory 507 is the edge of the display area, such as... Figure 6 As shown in (c), a hit notification 509 is displayed on the second preset display trajectory 507.
[0091] As mentioned above, the hit notification can be displayed at any position on the first preset display trajectory and the second preset display trajectory. Figure 5 and Figure 6 This is merely an example of where the hit notification will be displayed.
[0092] The hit notification display control method provided in this application displays the hit notification on a corresponding first preset display trajectory or a second preset display trajectory based on whether the attack source is within the field of view of the main virtual object. Players can directly determine whether the attack source is within the screen based on the trajectory of the hit notification, without needing to scan the screen for judgment. When the hit notification is displayed on the first preset display trajectory, the player can fine-tune the camera to aim at the attack source; when the hit notification is displayed on the second preset display trajectory, the player can directly rotate the camera at a large angle to search for the target. The path to search for the attack source is simplified from "viewing the notification, rotating the camera, and repeatedly searching" to "viewing the notification and turning once." Location information and field of view status information are transmitted synchronously without interference. Players only need to glance once to complete information interpretation, reducing the burden of information reading and improving the efficiency of attack source location. This method is particularly effective in 3D map scenarios, effectively accelerating player response speed and increasing the player's survival rate when facing continuous attacks.
[0093] Figure 7 A flowchart illustrating a click-sensitive notification display control method provided in an exemplary embodiment of this application is shown, the method being performed by a terminal, server, computer, or client. Step 340 includes steps 710 to 720.
[0094] Step 710: If the attack source is outside the field of view and above the main virtual object, display the hit notification in the upper half of the display area of the second preset display trajectory.
[0095] Optionally, when the computer device detects that the source of the attack is outside the field of view of the main virtual object, and the vertical position of the source of the attack in the three-dimensional virtual environment is higher than that of the main virtual object, the hit notification is rendered in the upper half of the display area of the second preset display trajectory.
[0096] Outside the field of view means that the source of the attack does not fall within the visible space of the view cone corresponding to the master virtual object.
[0097] The attack source is located above the master virtual object, meaning that the attack source has a higher vertical coordinate than the master virtual object.
[0098] In some embodiments, a second preset display trajectory is arranged around the center of the display area, and the trajectory is divided into different segments corresponding to the upper and lower halves of the display area. First, the circumferential angle position of the hit notification on the trajectory is determined based on the horizontal orientation of the attack source relative to the main virtual object. Then, based on the height information of the attack source, the notification is placed in either the upper or lower half of the trajectory.
[0099] For example, if the attack source is located in the upper right corner outside the field of view of the main virtual object, and at a higher position, the hit notification will be displayed in the upper right corner of the second preset display trajectory and in the upper half of the display area.
[0100] With the above arrangement, players can obtain two pieces of information simultaneously by using the trajectory section where they are hit: the source of the attack is not within their current field of vision, and the source of the attack is located at a high position on the main virtual object.
[0101] In some embodiments, the display position of the hit notification on a first preset display trajectory or a second preset display trajectory is related to the horizontal orientation of the attack source relative to the master virtual object.
[0102] The above-mentioned horizontal orientation refers to the orientation information formed by projecting the orientation relationship between the attack source and the master virtual object onto the horizontal plane.
[0103] The first and second preset display trajectories are arranged around the center of the display area, with different angle positions on the trajectories corresponding to various horizontal directions.
[0104] In some embodiments, the horizontal azimuth angle of the attack source relative to the main virtual object is first calculated. The corresponding point on the trajectory is then mapped based on this angle, and a hit notification is displayed at that point. For example, if the attack source is located to the right front of the main virtual object, the hit notification will be displayed on the trajectory at the position representing the right front. In this way, players can intuitively determine the horizontal direction of the attack source by observing the angle of the hit notification on the trajectory.
[0105] In some embodiments, when the attack source is located outside the field of view, in front of the main virtual object, and above the main virtual object, the hit notification will be displayed in the upper half of the display area of the second preset display trajectory.
[0106] Optionally, if the computer device determines that the source of the attack is outside the field of view of the main virtual object, the source of the attack is directly in front of the main virtual object in the horizontal direction, and the vertical height of the source of the attack is higher than that of the main virtual object, the hit notification will be displayed in the section corresponding to the upper half of the display area of the second preset display trajectory.
[0107] The above statement, "the attack source is in front of the master virtual object," means that the attack source is directly in front of the master virtual object in a horizontal direction. "The attack source is above the master virtual object" means that the attack source is vertically higher than the master virtual object within the 3D virtual environment.
[0108] In some embodiments, a second preset display trajectory is set around the center of the display area, and the trajectory is divided into an upper half segment and a lower half segment. When all three conditions mentioned above are met simultaneously, the hit notification is placed in the upper half segment of the second preset display trajectory. For example, if an enemy virtual character is outside the field of view of the main virtual object, in front of a tall building, and launches an attack, the corresponding hit notification will be displayed in the corresponding segment of the upper half of the second preset display trajectory.
[0109] This embodiment allows for the placement of a hit notification on the upper half of a second preset display trajectory when the attack source is outside the field of view, in front of the main virtual object, and at a higher vertical position. The trajectory segment's location carries both directional and height information, providing a clear and singular information direction. By observing the notification's position, players can simultaneously identify whether the attack source is outside their field of view, in front of them, or at a higher position, directly locking onto the tilt and search direction without needing to eliminate possibilities from the sides or rear. The information conveyed by the notification directly corresponds to the player's subsequent search actions, reducing the cognitive steps required for information processing and further lowering the burden of recognizing the notification, thus accelerating the player's ability to locate the attack source.
[0110] Step 720: If the attack source is outside the field of view and below the main virtual object, display the hit notification in the lower half of the display area of the second preset display trajectory.
[0111] Optionally, if the computer device determines that the source of the attack is outside the field of view of the main virtual object and that the vertical position of the source of the attack in the three-dimensional virtual environment is lower than that of the main virtual object, it will display the hit notification in the section of the second preset display trajectory located in the lower half of the display area.
[0112] An attack source located below the master virtual object means that the vertical coordinate of the attack source in the 3D virtual environment is lower than that of the master virtual object.
[0113] In some embodiments, a second preset display trajectory, arranged around the center of the display area, is divided into an upper segment and a lower segment. When both of the above conditions are met, a hit notification is placed in the lower segment of the second preset display trajectory. For example, if an enemy virtual character outside the field of view attacks the main virtual object from a low position, the corresponding hit notification will be displayed in the lower segment of the second preset display trajectory. Based on the segment where the hit notification is located, the player can simultaneously obtain two types of information: the attack source is not within the current field of view, and the attack source is located at a low position, making it easier for the player to choose to search for the target downwards.
[0114] In some embodiments, when the attack source is located outside the field of view, in front of the main virtual object, or below the main virtual object, the hit notification will be displayed in the lower half of the display area of the second preset display trajectory.
[0115] Optionally, if the computer device determines that the attack source is outside the field of view of the main virtual object, is in front of the main virtual object in the horizontal direction, and is at the same time lower than the main virtual object in the vertical position of the attack source in the three-dimensional virtual environment, the hit notification will be displayed in the section corresponding to the lower half of the display area of the second preset display trajectory.
[0116] In some embodiments, a second preset display trajectory, positioned around the center of the display area, divides the display area into an upper segment and a lower segment. When all three conditions are met, a hit notification is displayed in the lower segment of the second preset display trajectory. For example, if an enemy virtual character attacks from a low-lying area outside the view of the main virtual object, the corresponding hit notification will be displayed in the lower segment of the second preset display trajectory. By observing the location of the hit notification, the player can simultaneously know that the attack source is not in the current frame, is in front, and is at a low position, making it easier for the player to rotate the view and search for the target downwards.
[0117] The hit notification display control method provided in this application utilizes the upper and lower segments of a second preset display trajectory to distinguish the high and low positions of the attack source. The segment positions carry height information, eliminating the need for arrows to represent vertical orientation. Players can determine the height simply by identifying the area where the notification is located, which is more intuitive than identifying the angle of a tilted arrow. On small-sized terminal screens, subtle angle differences are difficult to distinguish, while the visual differences brought about by area division are clearly discernible, eliminating ambiguity in height recognition. After receiving the notification, players can clearly understand whether to look up or down during the search, reducing the number of repeated vertical searches. The angle position on the trajectory is used to convey horizontal orientation information, while the upper and lower segment divisions are used to convey height information. The two types of position encoding are independent, and a single hit notification can simultaneously output orientation and height information without interference, improving the efficiency of attack source location in complex three-dimensional combat scenarios.
[0118] Figure 8 A flowchart illustrating a click-sensitive notification display control method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. Step 340 includes steps 810 to 830.
[0119] Step 810: When the attack source is outside the field of view, determine whether the left and right offset of the attack source relative to the master virtual object is greater than the up and down offset of the attack source relative to the master virtual object. If yes, proceed to step 820; otherwise, proceed to step 830.
[0120] The horizontal offset refers to the positional difference between the attack source and the master virtual object in the horizontal direction. The vertical offset refers to the positional difference between the attack source and the master virtual object in the vertical direction.
[0121] Step 820: Display the hit notification in the left or right section of the display area of the second preset display trajectory.
[0122] In some embodiments, when the attack source is outside the field of view and the left-right offset of the attack source relative to the master virtual object is greater than the up-down offset of the attack source relative to the master virtual object, the hit notification will be displayed in the left or right segment of the second preset display trajectory within the display area.
[0123] In this embodiment, the second preset display trajectory, arranged around the center of the display area, is divided into left, right, top, and bottom segments. By comparing the left-right offset and the top-bottom offset, the dominant directional dimension is determined first. When the left-right offset is larger, it indicates that the attack source is biased to the left or right, so the hit notification is placed in the left or right segment of the trajectory. For example, if the attack source is outside the field of view to the lower left, and the difference in horizontal distance is greater than the difference in vertical height, then the hit notification is displayed in the left segment of the second preset display trajectory.
[0124] This allows players to identify the area they are in based on the hit notification, indicating that the attack source is outside their field of vision and mainly comes from the left or right side, thus prioritizing the search for targets along the horizontal direction.
[0125] Step 830: Display the hit notification in the upper or lower section of the display area in the second preset display trajectory.
[0126] In some embodiments, when the attack source is outside the field of view and the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, the hit notification will be displayed in the upper or lower part of the display area in the second preset display trajectory.
[0127] In this embodiment, a second preset display trajectory, positioned around the center of the display area, is divided into an upper segment, a lower segment, a left segment, and a right segment. The dominant directional dimension is determined by comparing the magnitudes of the left-right and up-down offsets. When the up-down offset is dominant, it indicates that the directional characteristics of the attack source are more pronounced in the vertical direction; therefore, a hit notification is placed in the upper or lower segment of the trajectory. For example, if the attack source is located outside the field of view in the upper right, and the vertical height difference is greater than the horizontal difference, the corresponding hit notification is displayed in the upper segment of the second preset display trajectory.
[0128] In this way, players can know from the hit notification that the attack source is not within their current field of view, and that the elevation characteristics of the attack source are more prominent. After rotating the camera, they can prioritize searching for the target along the pitch direction.
[0129] Figure 9 A flowchart illustrating a hit alert display control method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. One implementation of step 820, "displaying the hit alert in a segment of the second preset display trajectory located in the left or right portion of the display area," includes steps 910 to 930.
[0130] Step 910: Determine if the source of the attack is located to the left of the main virtual object. If yes, proceed to step 920; otherwise, proceed to step 930.
[0131] In some embodiments, the orientation of the master virtual object is used as a reference direction. The positional relationship between the attack source and the master virtual object is projected onto a horizontal plane, and the corresponding horizontal azimuth angle is calculated. Based on the range of the horizontal azimuth angle, it is determined whether the attack source is located to the left or right of the master virtual object.
[0132] Optionally, the computer device uses the front of the main virtual object as the 0° reference direction, with the leftward rotation angle as the positive angle and the rightward rotation angle as the negative angle in the horizontal plane; alternatively, a coordinate system with the leftward angle as the negative angle and the rightward angle as the positive angle can be used, which can be configured as needed.
[0133] In some embodiments, the angle interval is divided as follows: the front of the main virtual object is taken as the 0-radian reference, and the counterclockwise direction in the horizontal plane is the direction of angle increase. When the horizontal azimuth angle corresponding to the attack source is in the interval (0°, 180°), the attack source is determined to be located to the right of the main virtual object; when the horizontal azimuth angle corresponding to the attack source is in the interval [-180°, 0°), the attack source is determined to be located to the left of the main virtual object. For example, if the calculated horizontal azimuth angle corresponding to the attack source is 60°, which falls within the interval (0°, 180°), then the attack source is determined to be to the right of the main virtual object; if the horizontal azimuth angle is -45°, which falls within the interval [-180°, 0°), then the attack source is determined to be to the left of the main virtual object.
[0134] Step 920: Display the hit notification in the left section of the display area in the second preset display trajectory.
[0135] In some embodiments, when the attack source is outside the field of view, the left-right offset of the attack source relative to the master virtual object is greater than the up-down offset of the attack source relative to the master virtual object, and the attack source is located to the left of the master virtual object, the hit notification will be displayed in the segment on the left side of the display area in the second preset display trajectory.
[0136] In some embodiments, when it is determined that the hit notification will be displayed in the segment on the left side of the display area along the second preset display trajectory, the specific angular position of the hit notification within the left segment is determined by the horizontal azimuth angle of the attack source relative to the master virtual object.
[0137] Optionally, the computer device maps the corresponding point within the segment on the left side of the second preset display trajectory based on the horizontal azimuth angle corresponding to the attack source, and renders the hit notification at that point.
[0138] In some embodiments, the second preset display trajectory is set around the center of the display area, with the left segment covering a continuous angular range. The hit notification is not fixed at the center point of the left segment, but rather precisely located within a continuous range of the left segment based on the horizontal azimuth angle of the attack source.
[0139] For example, if the attack source is located to the left front of the main virtual object outside the field of view, the hit notification will be displayed at an angle slightly above the left side; if the attack source is located to the left rear of the main virtual object, the hit notification will be displayed at an angle slightly below the left side.
[0140] Step 930: Display the hit notification in the right-hand section of the second preset display trajectory.
[0141] In some embodiments, when the attack source is outside the field of view, the left-right offset of the attack source relative to the master virtual object is greater than the up-down offset of the attack source relative to the master virtual object, and the attack source is located to the right of the master virtual object, the hit notification will be displayed in the right segment of the display area in the second preset display trajectory.
[0142] In some embodiments, the angle point corresponding to the hit notification on the trajectory is first determined based on the horizontal azimuth angle of the attack source relative to the master virtual object; when it is determined that the right-side segment display is required, the hit notification is constrained within the segment corresponding to the right part of the second preset display trajectory. The specific placement position within the segment changes with the horizontal azimuth angle.
[0143] For example, if the attack source is outside the field of view and is located to the right front of the main virtual object, the corresponding hit notification will be placed in the upper right section; if the attack source is outside the field of view and is to the right rear, the hit notification will be placed in the lower right section.
[0144] By recognizing that the hit notification is located in the right-side section, players can quickly determine that the attack is primarily coming from the right. Combined with the specific location of the notification within the section, players can further distinguish whether the attack is coming from the front or the back, making it easier for players to directionally rotate their view to search for the source of the attack.
[0145] Figure 10 A flowchart illustrating a hit alert display control method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. One implementation of step 830, "displaying the hit alert in a segment of the second preset display trajectory located above or below the display area," includes steps 1010 to 1030.
[0146] Step 1010: Determine whether the attack source is located above the main virtual object. If yes, proceed to step 1020; otherwise, proceed to step 1030.
[0147] In some embodiments, the horizontal direction of the viewpoint of the master virtual object is used as the 0-radian reference, with upward tilt being a positive angle and downward tilt being a negative angle.
[0148] In some embodiments, the pitch angle interval is divided as follows: the horizontal direction of the viewpoint of the master virtual object is taken as the 0-radian reference, and upward is the direction of angle increase. When the pitch angle corresponding to the attack source is greater than 0, it is determined that the attack source is above the master virtual object; when the pitch angle is less than 0, it is determined that the attack source is below the master virtual object; when the pitch angle is equal to 0, it means that the attack source and the master virtual object are roughly at the same height plane.
[0149] For example, if the calculated pitch angle corresponding to the attack source is 30°, which is greater than 0, then the attack source is determined to be above the main virtual object; if the pitch angle is -25°, which is less than 0, then the attack source is determined to be below the main virtual object.
[0150] Step 1020: Display the hit notification in the upper part of the display area of the second preset display trajectory.
[0151] In some embodiments, when the attack source is outside the field of view, the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, and the attack source is above the master virtual object, the hit notification will be displayed in the upper part of the display area in the second preset display trajectory.
[0152] In some embodiments, the angle point corresponding to the hit notification on the trajectory is first determined based on the horizontal azimuth angle of the attack source relative to the master virtual object; when it is determined that the upper segment needs to be used to display the hit notification, the hit notification is constrained within the segment corresponding to the upper part of the second preset display trajectory. The specific placement position within the segment changes with the horizontal azimuth angle.
[0153] For example, if the attack source is located high to the left front of the main virtual object outside the field of view, the hit notification will be displayed in the upper left section. If the attack source is located high to the right front of the main virtual object outside the field of view, the hit notification will be placed in the upper right section.
[0154] Step 1030: Display the hit notification in the lower section of the display area in the second preset display trajectory.
[0155] In some embodiments, when the attack source is outside the field of view, the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, and the attack source is below the master virtual object, the hit notification will be displayed in the lower part of the display area in the second preset display trajectory.
[0156] In some embodiments, the angle point corresponding to the hit notification on the trajectory is determined based on the horizontal azimuth angle of the attack source relative to the master virtual object. When it is determined that the lower segment needs to be displayed, the hit notification is constrained within the segment corresponding to the lower part of the second preset display trajectory. The specific placement position within the segment is dynamically adjusted according to the horizontal azimuth angle. For example, if the attack source outside the field of view is located in the lower left, the hit notification is placed in the lower segment slightly to the left; if the attack source outside the field of view is located in the lower right, the hit notification is placed in the lower segment slightly to the right.
[0157] In this way, players can quickly identify that the attack source is outside their field of vision and is located vertically low when they observe the hit notification in the lower section. Combining the specific angle of the hit notification within the lower section, players can further distinguish whether the attack source is to the left or right, guiding them to rotate their view and search for the target downwards.
[0158] Figure 11 A flowchart illustrating a click-sensitive notification display control method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. One implementation of steps 920 and 930 includes steps 1110 to 1130.
[0159] Step 1110: Map the vertical offset of the attack source relative to the master virtual object to the height of the left and right edges of the display area to obtain the target height value.
[0160] Optionally, the computer device first obtains the vertical offset of the attack source relative to the master virtual object, and then converts the vertical offset in the spatial coordinate system into a target height value that adapts to the display area size through normalization mapping operation.
[0161] The vertical offset refers to the coordinate difference between the attack source and the master virtual object in the vertical plane. This vertical offset is a spatial value in the three-dimensional virtual scene and cannot be directly used for interface drawing. It needs to be mapped and converted.
[0162] In some embodiments, the mapping range corresponds to the coordinates of the upper and lower edges of the display area, and the target height value obtained after the mapping operation represents the theoretical vertical display position of the hit notification within the display area.
[0163] In some embodiments, the forward vector of the camera is taken as The location of the attack source in the 3D virtual scene is converted into a percentage coordinate with the display center as the origin. This is the offset of the attack source in the left-right direction from the camera, mapped to half the width of the display area, resulting in the left-right offset ratio of the attack source relative to the camera (or the main virtual object). This is the horizontal half-angle of the camera, that is, the general angle of the horizontal visible range. It is a scaling factor per unit distance in the horizontal direction corresponding to the edge of the display area. This is the vertical offset of the attack source relative to the camera, mapped to half the height of the display area, resulting in the vertical offset ratio of the attack source relative to the camera (or the main virtual object). This is the vertical half-angle of the camera, that is, the general angle of the vertical visible range. This is a scaling factor per unit distance in the vertical direction corresponding to the edge of the display area. Therefore, the target height value... .
[0164] In this embodiment, the target height value is used to determine the specific location of the hit notification within a segment on the left or right side of the second preset display trajectory. Based on the target height value, the hit notification is constrained to fall within the corresponding segment range.
[0165] Step 1120: Display the hit notification in the left section of the second preset display trajectory, at a height equal to the target height value.
[0166] In some implementations, when the attack source is outside the field of view, the left-right offset of the attack source relative to the main virtual object is greater than the up-down offset of the attack source relative to the main virtual object, and the attack source is located to the left of the main virtual object, the hit notification is displayed in the segment of the second preset display trajectory that is on the left side of the display area and at a height equal to the target height value.
[0167] like Figure 12 As shown in (a), the attack source 501 is located outside the front view 1201 of the camera corresponding to the main virtual object 500, and it can be seen that the attack source 501 is located to the left and below the main virtual object 500. Figure 12 As shown in (b), the attack source 501 is located outside the view frustum side view 1204 of the camera corresponding to the master virtual object 500, indicating that the attack source 501 is located below the master virtual object 500. Combined with... Figure 12 As shown in (a) and (b), the attack source 501 can be identified as being located outside the camera's field of view and to the left and below the main virtual object 500. The second preset display trajectory 1202 is the edge of the display area, as shown in (b). Figure 12 As shown in (c), a hit warning 1203 is displayed at a lower position on the left side of the second preset display trajectory 1202, and the horizontal value of the center position on the left side of the hit warning 1203 is the target height value.
[0168] Step 1130: Display the hit notification in the right section of the second preset display trajectory, at a height equal to the target height value.
[0169] In some implementations, when the attack source is outside the field of view, the left-right offset of the attack source relative to the main virtual object is greater than the up-down offset of the attack source relative to the main virtual object, and the attack source is located to the right of the main virtual object, the hit notification will be displayed in the right segment of the second preset display trajectory, at a height equal to the target height value.
[0170] like Figure 13 As shown in (a), the attack source 501 is located outside the frontal view 1301 of the camera corresponding to the master virtual object 500, and it can be seen that the attack source 501 is located to the right and above the master virtual object 500. Figure 13 As shown in (b), the attack source 501 is located outside the view frustum side view 1304 of the camera corresponding to the master virtual object 500, indicating that the attack source 501 is located above the master virtual object 500. Combined with... Figure 13 As shown in (a) and (b), the attack source 501 can be identified as being located outside the camera's field of view and positioned to the right and above the main virtual object 500. The second preset display trajectory 1302 is the edge of the display area, as shown in (b). Figure 13 As shown in (c), a hit warning 1303 is displayed at the upper position of the right part of the second preset display trajectory 1302, and the horizontal value of the center position to the right of the hit warning 1303 is the target height value.
[0171] In some embodiments, the first preset display trajectory and the second preset display trajectory are different preset display trajectories. Optionally, the first preset display trajectory is a ring surrounding the aiming reticle in the display area, and / or, the second preset display trajectory is the edge of the display area. Figure 6 As shown in (c), the first preset display trajectory 504 is a ring surrounding the aiming reticle 505 in the display area. Figure 12 As shown in (c), the second preset display trajectory 1204 is the edge of the display area.
[0172] In some embodiments, when the second preset display trajectory is the edge of the display area, the display form of the click notification is different at different positions along the second preset display trajectory. For example... Figure 6 As shown in (c), when the hit notification is located at the exact center of the upper edge of the second preset display trajectory, the hit notification is displayed in an inverted trapezoidal shape. Figure 12 As shown in (c), when the hit notification is located below the left edge of the second preset display trajectory, the display shape of the hit notification is a parallelogram.
[0173] In some embodiments, when the second preset display trajectory is the edge of the display area, the display form of the click prompt is the same at different positions of the second preset display trajectory, such as triangles, rectangles, etc.
[0174] In some embodiments, when the first preset display trajectory is a circle surrounding the aiming crosshair in the display area, the display form of the hit notification at different positions on the first preset display trajectory is different, and may also be different.
[0175] The method described in this application, when the attack source is outside the field of view and the left-right offset is greater than the up-down offset, constrains the hit notification to the left or right segment of the second preset display trajectory based on the left-right position of the attack source relative to the main virtual object, and completes vertical positioning within the segment based on the target height value. Utilizing the target height value, a refined vertical position arrangement is achieved within the left and right segments. This further refines the height information of the notification within the left or right segment, guiding the player to prioritize turning and searching along the horizontal viewpoint, thus improving the player's search efficiency for the attack source.
[0176] Figure 14 A flowchart illustrating a hit alert display control method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. One implementation of step 1030, "displaying the hit alert in the lower portion of the display area within a second preset display trajectory," includes: This includes steps 1410 to 1430.
[0177] Step 1410: Map the horizontal offset of the attack source relative to the master virtual object to the top and bottom edges of the display area to obtain the target horizontal value.
[0178] The horizontal offset of the attack source relative to the master virtual object is mapped to the top and bottom edges of the display area to obtain the target horizontal value.
[0179] Optionally, the computer device first obtains the horizontal offset of the attack source relative to the master virtual object, and then converts the horizontal offset in the spatial coordinate system into a target horizontal value that adapts to the display area size through normalization mapping operation.
[0180] The horizontal offset refers to the coordinate difference between the attack source and the master virtual object in the horizontal plane. This horizontal offset is a spatial value within the three-dimensional virtual scene and cannot be directly used for interface drawing; it requires mapping and conversion.
[0181] In some embodiments, the mapping range corresponds to the coordinates of the left and right edges of the display area, and the target horizontal value obtained after the mapping operation represents the theoretical horizontal display position of the hit notification within the display area.
[0182] In some embodiments, the forward vector of the camera is taken as The location of the attack source in the 3D virtual scene is converted into a percentage coordinate with the display center as the origin. This is the offset of the attack source in the left-right direction from the camera, mapped to half the width of the display area, resulting in the left-right offset ratio of the attack source relative to the camera (or the main virtual object). This is the horizontal half-angle of the camera, that is, the general angle of the horizontal visible range. It is a scaling factor per unit distance in the horizontal direction corresponding to the edge of the display area. This is the vertical offset of the attack source relative to the camera, mapped to half the height of the display area, resulting in the vertical offset ratio of the attack source relative to the camera (or the main virtual object). This is the vertical half-angle of the camera, that is, the general angle of the vertical visible range. It is a scaling factor per unit distance from the edge of the display area in the vertical direction. Therefore, the target horizontal value... .
[0183] In this embodiment, the target level value is used to determine the specific location of the hit notification within a segment on the upper or right side of the second preset display trajectory. Based on the target level value, the hit notification is constrained to fall within the corresponding segment range.
[0184] Step 1420: Display the hit notification in the upper part of the display area of the second preset display trajectory, with the horizontal value being the target horizontal value.
[0185] In some implementations, when the attack source is outside the field of view, the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, and the attack source is above the master virtual object, the hit notification is displayed in the upper part of the display area of the second preset display trajectory at the position of the target horizontal value.
[0186] like Figure 15 As shown in (a), the attack source 501 is located outside the front view 1501 of the camera corresponding to the main virtual object 500, and it can be seen that the attack source 501 is located to the left and above the main virtual object 500. Figure 15 As shown in (b), the attack source 501 is located outside the view frustum side view 1502 of the camera corresponding to the master virtual object 500, indicating that the attack source 501 is located above the master virtual object 500. Combined with... Figure 15 As shown in (a) and (b), the attack source 501 can be identified as being located outside the camera's field of view and positioned to the left and above the main virtual object 500. The second preset display trajectory 1504 is the edge of the display area, as shown in (b). Figure 15 As shown in (c), a hit warning 1503 is displayed on the left side of the upper part of the second preset display trajectory 1504, and the horizontal value of the center position of the hit warning 1503 is the target horizontal value.
[0187] Step 1430: Display the hit notification in the lower part of the display area of the second preset display trajectory, with the horizontal value being the target horizontal value.
[0188] In some implementations, when the attack source is outside the field of view, the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, and the attack source is below the master virtual object, the hit notification is displayed in the lower part of the display area of the second preset display trajectory at the position of the target horizontal value.
[0189] like Figure 16 As shown in (a), the attack source 501 is located outside the front view 1601 of the camera corresponding to the master virtual object 500, and it can be seen that the attack source 501 is located to the right and below the master virtual object 500. Figure 16 As shown in (b), the attack source 501 is located outside the view frustum side view 1604 of the camera corresponding to the master virtual object 500, indicating that the attack source 501 is located below the master virtual object 500. Combined with... Figure 16 As shown in (a) and (b), the attack source 501 can be identified as being located outside the camera's field of view and to the right and below the main virtual object 500. The second preset display trajectory 1602 is the edge of the display area, as shown in (b). Figure 16 As shown in (c), a hit notification 1603 is displayed at the right position of the section below the second preset display trajectory 1602, and the horizontal value of the center position below the hit notification 1603 is the target horizontal value.
[0190] The method provided in this application maps the horizontal offset of the attack source relative to the main virtual object to the upper and lower edges of the display area to obtain the target horizontal value. Based on the orientation determination result, the hit notification is set at the position corresponding to the target horizontal value in the upper or lower section of the second preset display trajectory. By mapping and transforming the three-dimensional spatial horizontal offset, the conversion from spatial coordinates to two-dimensional interface coordinates is completed. The target horizontal value is used to control the horizontal position of the hit notification within the upper and lower sections. This helps players quickly distinguish the upper and lower positions of the attack source and further identify the left and right directions.
[0191] Below, in conjunction with Figure 17 The present application provides a detailed description of the method for determining the specific display position (i.e., landing point) of the hit notification in the second preset display trajectory.
[0192] like Figure 17 As shown, the forward vector of the camera is taken as... The location of the attack source in the 3D virtual scene is converted into a percentage coordinate with the display center as the origin. This is the offset of the attack source in the left-right direction from the camera, mapped to half the width of the display area, resulting in the left-right offset ratio of the attack source relative to the camera (or the main virtual object). This is the horizontal half-angle of the camera, that is, the general angle of the horizontal visible range. It is a scaling factor per unit distance in the horizontal direction corresponding to the edge of the display area. This is the vertical offset of the attack source relative to the camera, mapped to half the height of the display area, resulting in the vertical offset ratio of the attack source relative to the camera (or the main virtual object). This is the vertical half-angle of the camera, that is, the general angle of the vertical visible range. It is a scaling factor per unit distance from the edge of the display area in the vertical direction. When x > 0, a hit notification will be displayed in the left / right section of the second preset display trajectory. Specifically, when x > 0, the hit notification will be displayed in the right section of the second preset display trajectory within the display area, and the target height value of the display position will be [value missing]. When x < 0, a hit notification will be displayed in the segment on the left side of the display area within the second preset display trajectory, and the target height value of the display position will be [value missing]. And, when When y > 0, a hit notification will be displayed in the upper / lower section of the second preset display trajectory. Specifically, when y > 0, the hit notification will be displayed in the upper section of the second preset display trajectory, and the displayed target level value will be [value missing]. When y < 0, a hit notification will be displayed in the lower section of the second preset display trajectory within the display area, and the target horizontal value of the display position will be [value missing]. .
[0193] In some embodiments, if the attack source is located outside the field of view and behind the main virtual object, the hit notification will be displayed on a first preset display trajectory.
[0194] In some embodiments, if the attack source is located outside the field of view and directly behind the main virtual object, a hit notification will be displayed on a first preset display trajectory.
[0195] Optionally, the computer device first determines whether the attack source is outside the view frustum of the master virtual object, and then determines whether the attack source is directly behind the master virtual object. If both conditions are met simultaneously, a hit notification is displayed in the first preset display trajectory.
[0196] like Figure 18 As shown in (a), the attack source 501 is located outside the frontal view 1801 of the camera corresponding to the master virtual object 500. Figure 18 As shown in (b), the attack source 501 is located outside the view frustum side view 1804 of the camera corresponding to the master virtual object 500, indicating that the attack source 501 is located behind the master virtual object 500. Combined with... Figure 18 The content shown in (a) and (b) indicates that the attack source 501 is located outside the camera's field of view and behind the main virtual object 500. The first preset display trajectory 1802 is a circle surrounding the aiming reticle, as shown in (a) and (b). Figure 18 As shown in (c), a hit notification 1803 is displayed on the first preset display trajectory 1802 set on the aiming reticle 505 surrounding the display area. It should be noted that the first preset display trajectory 1802 is not displayed in the actual game screen. The first preset display trajectory 1802 is displayed here to show that the hit notification 1803 is displayed on the first preset display trajectory 1802.
[0197] Through the above embodiments, when the attack source is outside the field of view and directly behind the main virtual object, the hit notification is placed on the first preset display trajectory. Different display trajectories distinguish between attacks from behind and attacks from the side. By classifying display trajectories, the attack source's location is categorized into major types. Players can quickly distinguish whether the attack source is behind or from the side based solely on the trajectory to which the hit notification belongs, reducing the cost of spatial orientation recognition. Managing attacks from behind and from the side using independent trajectories isolates the orientation determination logic from the rendering path, reducing rendering conflicts at the boundaries of various orientations. Simultaneously, it facilitates modular processing of the prompt location calculations for different types of attack sources, reducing the coupling of branch logic and improving the stability of the hit notification position calculation.
[0198] Figure 19 A flowchart illustrating a click-sensitive notification display control method provided in an exemplary embodiment of this application is shown. This method is performed by a terminal, server, computer system, or client. The method further includes steps 1910 to 1940.
[0199] Step 1910: In response to an attack event on the master virtual object, display a hit notification in the display area. The hit notification is used to indicate the location of the attack source that attacked the master virtual object.
[0200] Step 1920: Determine whether the display duration of the hit notification exceeds the preset display duration threshold. If not, proceed to step 1930; if yes, proceed to step 1940.
[0201] Step 1930: In response to changes in the orientation and / or position of the master virtual object, update the display position of the hit notification based on the positional relationship between the attack source and the field of view.
[0202] Step 1940: Cancel the display of hit notifications.
[0203] In some embodiments, when an attack event is triggered on the main virtual object, a hit notification is displayed in the display area to indicate the location of the attack source. This hit notification has a certain lifespan, i.e., a preset display duration threshold (e.g., 5 seconds). The maximum display duration of the hit notification is the preset display duration threshold; once this threshold is exceeded, the hit notification is canceled. During the display of the hit notification, the display duration is continuously monitored, and the real-time display duration is compared with the preset display duration threshold. If the main virtual object moves or the viewing angle rotates before the hit notification reaches the preset display duration threshold, the positional relationship between the attack source and the field of view is recalculated in real time, and the display position of the hit notification in the interface is dynamically updated based on the calculation result. Once the cumulative display duration of the hit notification exceeds the preset display duration threshold, the rendering of the hit notification is canceled.
[0204] Optionally, the effective display period of the hit notification starts from the moment the attack event is triggered. Within the effective period, the display position of the hit notification is continuously refreshed synchronously with the state changes of the master virtual object to ensure that the directional indication matches the spatial relationship of the scene; when the display duration exceeds the preset display duration threshold, the hit notification is actively canceled to avoid the display area retaining outdated attack directional information for a long time.
[0205] Through the above embodiments, the attack event serves as the trigger condition for displaying the hit notification, and a preset display duration threshold is used to control the notification's lifecycle. During the effective display period, the notification's position is updated in real time based on the orientation and position changes of the main virtual object, combined with the positional relationship between the attack source and the field of view, ensuring that the hit notification continuously and accurately reflects the relative location of the attack source. The notification is automatically hidden after exceeding the preset display duration threshold to prevent failure information from occupying the display area for an extended period and causing interface clutter.
[0206] The entire mechanism combines continuous location tracking with lifecycle management, providing players with dynamic and accurate directional guidance within the effective window while automatically clearing expired prompts. The judgment logic has clear boundaries, facilitating unified program control over the creation, real-time updating, and destruction of hit notifications, and reducing the management complexity when multiple hit notifications exist simultaneously.
[0207] Figure 20A flowchart illustrating a click-sensitive notification display control method provided in an exemplary embodiment of this application is shown. This method is performed by a terminal, server, computer system, or client. The method further includes steps 2010 to 2020.
[0208] Step 2010: If the attack originates from outside the field of view and enters the field of view, switch the display trajectory of the hit notification from the second preset display trajectory to the first preset display trajectory.
[0209] Step 2020: When the attack originates from within the field of view and moves to outside the field of view but is located in front of the main virtual object, switch the display trajectory of the hit notification from the first preset display trajectory to the second preset display trajectory.
[0210] The following is an explanation of steps 2010 to 2020.
[0211] In some embodiments, when the attack source moves from outside the field of view into the field of view, the display trajectory corresponding to the hit notification is switched from the second preset display trajectory to the first preset display trajectory. When the attack source moves from outside the field of view to outside the field of view, and the attack source is located in front of the main virtual object, the display trajectory corresponding to the hit notification is switched from the first preset display trajectory to the second preset display trajectory.
[0212] Optionally, the position of the camera's view frustum relative to the main virtual object can be detected in real time, and the switching events of the attack source entering and leaving the field of view can be continuously detected.
[0213] The second preset display trajectory is used to display hit notifications for attacks originating from the front or side outside the field of view, while the first preset display trajectory is used to display hit notifications for attacks originating within the field of view. When an attack originates from outside the field of view, the trajectory to which the hit notification belongs is switched synchronously.
[0214] For example, if the attack source is initially outside the field of view to the right front, the hit notification is displayed on the second preset display trajectory. If the attack source continues to move into the field of view, the hit notification switches to the first preset display trajectory. If the attack source moves out of the field of view again but is still in front of the main virtual object, the hit notification switches back to the second preset display trajectory. Players can intuitively distinguish whether the attack source is currently inside or outside the field of view based on the trajectory of the hit notification, and quickly determine whether the attack source target can be directly observed.
[0215] In the above embodiments, when the attack source enters the field of view, the hit notification switches from the second preset display trajectory to the first preset display trajectory; when the attack source moves from within the field of view to outside the field of view and is in front of the main virtual object, the hit notification switches from the first preset display trajectory to the second preset display trajectory. The switching of the display trajectory of the hit notification provides intuitive feedback on the change in the state of the attack source entering and leaving the field of view. Players can directly perceive whether a target has entered the screen based on the change in the shape of the hit notification trajectory, without needing to separately check the minimap for location information. The trajectory switching constructs a coherent target-finding guidance logic. The prompts on the second preset display trajectory guide the player to rotate the view to search for targets outside the field of view, and switching to the first preset display trajectory confirms that the target has entered the field of view and the view is aligned with the attack source, forming a complete and continuous location guidance loop. Based on the status information carried by the trajectory switching, the state inside and outside the target's field of view is integrated into the hit notification itself, achieving integrated location guidance, reducing the information acquisition burden on players, and improving the efficiency of searching for the attack source.
[0216] In some embodiments, when the display trajectory of the hit notification is switched from one preset display trajectory to another preset display trajectory, the display duration that was displayed before the switch is inherited, and after switching to another preset display trajectory, the display continues to be displayed according to the difference between the preset display duration threshold and the already displayed display duration.
[0217] In some embodiments, during the process of switching the display trajectory of the hit notification from one preset display trajectory to another, the display duration accumulated by the hit notification before the trajectory switch is inherited. After the trajectory switch is completed, the remaining display time of the hit notification is determined based on the difference between the preset display duration threshold and the accumulated display duration, and the hit notification continues to be displayed until the remaining time is exhausted.
[0218] Optionally, the start point for the hit notification timer is the moment the attack event corresponding to the main virtual object is triggered. The trajectory switching behavior will not reset the timer value. Trajectory switching only changes the display trajectory to which the hit notification belongs; it does not reset the accumulated time. Trajectory switching is merely a change in the display format of the hit notification location and does not alter the lifecycle of the hit notification corresponding to this hit event.
[0219] For example, the preset display duration threshold is 3 seconds. The hit notification is first displayed on the second preset display trajectory for 1.2 seconds and then the trajectory is switched to the first preset display trajectory. The accumulated 1.2 seconds are inherited, and the remaining display time is 1.8 seconds. The hit notification continues to be displayed on the new trajectory for 1.8 seconds and then the display is canceled.
[0220] Through the above embodiments, the historical display duration is inherited when the hit notification switches across tracks, and the display duration after the switch is controlled based on the remaining duration. This keeps the total display duration of the hit notification for a single attack event constant, preventing the display time from being extended due to track switching caused by changes in the attack source location, thus ensuring a consistent lifecycle rule for the hit notification. It avoids excessive display of the notification on the interface due to track switching triggering a duration reset, and prevents expired attack source information from continuously displaying and interfering with the player. The timing logic is independent of the track type, and track switching and duration counting are decoupled, eliminating the need to configure independent timing units for different preset display tracks. This simplifies the program implementation logic of the timing module and reduces the state management cost in multi-track switching scenarios.
[0221] In some embodiments, the step of "switching the display trajectory of the hit notification from one preset display trajectory to another preset display trajectory" can be implemented by gradually changing the display position of the hit notification from the display position before the switch to the display position after the switch, so as to switch the display trajectory of the hit notification from one preset display trajectory to another preset display trajectory.
[0222] Optionally, the interface coordinates of the hit notification before the trajectory change are obtained as the starting position, and the corresponding interface coordinates on the target's preset display trajectory after the change are obtained as the ending position. When the trajectory change is triggered, the hit notification is driven to smoothly and gradually move from the starting position to the ending position. Through the position gradation process, the change of the display trajectory to which the hit notification belongs is completed. The position gradation process continuously presents the trajectory change process of the hit notification, which can convey to the player the dynamic process of the attack source crossing the boundary of the field of view.
[0223] For example, when the source of the attack moves from outside the field of vision into the field of vision, the hit notification, which was originally located at the corresponding position on the second preset display trajectory, is controlled to move smoothly along the path and gradually transition to the target position on the first preset display trajectory, thus intuitively completing the switch between the two trajectories.
[0224] The smooth, gradual change in the hit notification position enables trajectory switching, seamlessly displaying the transition from one trajectory to another. This intuitively reflects the dynamic changes in the attack source's entry and exit from the field of view, allowing players to perceive shifts in the target's field of vision through this gradual movement. This avoids abrupt visual jarring and screen flickering caused by the hit notification instantly shifting during trajectory changes, improving interface smoothness. The gradual movement also maintains the continuity of directional guidance, creating a coherent visual clue for target acquisition as the edge-pointing indicator transitions to the circular indicator. This maintains the continuity of directional information, helping players continuously monitor the attack source's location.
[0225] In some embodiments, the step of "gradually changing the display position of the hit notification from the display position before the switch to the display position after the switch" can be implemented by: performing interpolation processing on the display position of the hit notification to gradually change the display position of the hit notification from the display position before the switch to the display position after the switch.
[0226] In the above embodiments, the display position of the hit notification can be gradually changed from the display position before the switch to the display position after the switch, which can be achieved by interpolating the display position of the hit notification.
[0227] Optionally, the initial display position of the hit notification at the moment the trajectory switching occurs, and the corresponding target display position on the target preset display trajectory after the switching is completed, are obtained. During the transition, interpolation calculations are continuously performed between the initial position and the target position according to the set time step, generating intermediate coordinates frame by frame. The rendering position of the hit notification is continuously updated based on the generated intermediate coordinates, so that the hit notification smoothly transitions from the position before the switching to the position after the switching.
[0228] For example, the attack source enters the field of view from outside the field of view, obtains the initial coordinates of the hit notification on the second preset display trajectory and the target coordinates on the first preset display trajectory, and continuously interpolates to generate a series of intermediate points, driving the hit notification to gradually move and complete the trajectory switch, rather than directly jumping to the target location. Among them, the continuous coordinate sequence output by the interpolation operation constitutes the basic data for the gradual movement of the hit notification.
[0229] Through the above embodiments, interpolation processing is used to generate continuous intermediate position coordinates, achieving a smooth transition in the hit notification position and eliminating the sudden screen abruptness caused by large instantaneous position movements during trajectory switching. The continuously changing position intuitively presents the dynamic process of the attack source crossing the field of view boundary, maintaining the continuity of directional guidance information and allowing players to continuously monitor the attack source's location. The interpolation calculation method is highly standardized, relying only on the starting coordinates, target coordinates, and transition duration to complete the calculation. The calculation logic is simple and unified, facilitating standardized program implementation and reducing the development and maintenance costs of the interface animation rendering module.
[0230] In some embodiments, the entry condition for switching the display trajectory of the hit alert from the second preset display trajectory to the first preset display trajectory is different from the exit condition for switching the display trajectory of the hit alert from the first preset display trajectory to the second preset display trajectory. When the attack source is within a certain range between the entry and exit conditions relative to the boundary of the field of view, the display trajectory of the hit alert remains unchanged.
[0231] The aforementioned intervals formed by entry and exit conditions are used to suppress frequent state switching at the boundaries of the field of view.
[0232] In this embodiment, different entry and exit conditions are configured for the attack source entering and leaving the field of view boundary, and a holding interval is set between the two conditions. Within the interval, the current trajectory of the hit is locked and indicated.
[0233] Optionally, different judgment thresholds can be set for the two directions of the attack source entering and leaving the field of view, forming a delayed judgment mechanism. When the position of the attack source relative to the field of view boundary is within the maintenance interval formed by the entry and exit conditions, the trajectory switching action is not triggered, and the hit notification maintains the current display trajectory.
[0234] For example, when the attack source moves from outside the field of view inwards and reaches the boundary of the entry condition, the hit notification switches to the first preset display trajectory; when the attack source moves from inside the field of view outwards, it needs to move to a further departure condition boundary before triggering a reverse switch. If the attack source moves back and forth slightly within the interval between the two boundaries, the trajectory will not be switched repeatedly, and the hit notification will maintain the original trajectory.
[0235] This embodiment avoids frequent switching between two preset display trajectories for hit notifications when the attack source moves back and forth slightly near the field of view boundary, preventing continuous shaking and frequent animation switching of the interface notification. By filtering invalid switching commands generated at the boundary position through hysteresis intervals, it reduces the number of continuous interpolation gradient calculations and interface rendering refreshes, lowering device computational overhead. Unifying the switching logic at the field of view boundary improves the stability of the hit notification display state, ensuring a continuous and stable output of directional guidance information to the player.
[0236] In some embodiments, the entry condition includes: the attack source is within the field of view and penetrates into the field of view at a first preset angle relative to the boundary of the field of view. The exit condition includes: the attack source is outside the field of view and leaves the field of view at a second preset angle relative to the boundary of the field of view. The holding interval is the range between the first preset angle and the second preset angle where the attack source is within the field of view relative to the boundary of the field of view.
[0237] In the above embodiments, the entry condition for triggering the hit notification to switch from the second preset display trajectory to the first preset display trajectory is: the attack source is within the field of view, and the attack source extends inward from the boundary of the field of view to reach the first preset angle.
[0238] The condition for triggering the switch from the first preset display trajectory to the second preset display trajectory after being hit is: the source of the attack is outside the field of view, and the attack moves outward relative to the boundary of the field of view to reach the second preset angle.
[0239] The area where the angle between the attack source and the boundary of the field of view is between a first preset angle and a second preset angle constitutes a holding interval. When the attack source is within this holding interval, the display trajectory is not switched, and the hit notification maintains its current display trajectory.
[0240] Optionally, the angle of the attack source relative to the field of view boundary is calculated in real time, and the angle value is continuously compared with a first preset angle and a second preset angle. Trajectory switching is only performed when the corresponding entry or exit conditions are met; if the attack is in the range between the two, the current display state is locked.
[0241] For example, when the attack source moves inward from outside the field of view, and reaches a first preset angle relative to the field of view boundary, a trajectory switch is triggered, and the hit notification switches from a second preset display trajectory to the first preset display trajectory. If the attack source subsequently retreats slightly outward, but has not yet moved outward to the second preset angle, it remains in the holding range, and the hit notification remains on the first preset display trajectory, without immediately switching back. Only when the attack source continues to move outward, exceeds the field of view, and moves outward to the second preset angle will it switch back to the second preset display trajectory.
[0242] This embodiment uses differentiated angle thresholds to define entry and exit conditions, and constructs a holding interval using a first and second preset angle. This prevents the attack source from repeatedly meeting the switching condition when moving slightly back and forth near the field of view boundary, avoiding frequent switching of the hit notification between two preset display trajectories and continuous animation jitter. The angle thresholds form a hysteresis judgment interval, filtering out high-frequency invalid switching commands generated at boundary positions, reducing the number of position interpolation calculations and interface gradient rendering executions, and lowering the device's computational load. The trajectory switching trigger condition boundaries are clear, and the state switching logic is stable, avoiding display state oscillations at critical points in the field of view, and continuously providing players with stable and consistent directional prompts.
[0243] In some embodiments, if the attack source attacks the master virtual object multiple times consecutively within a preset time period, the same hit notification is displayed for multiple attacks.
[0244] Optionally, the attacker's identity is identified. If the same attacker launches multiple attacks within a preset time period, a separate hit notification will not be created for each attack. Existing hit notifications are reused, and their location is continuously displayed without creating new notifications or resetting their lifecycle. Only when an attack occurs again after the preset time period has elapsed is it considered a new attack event, and a new hit notification is generated as needed.
[0245] For example, the attack source continuously fires at the main virtual object within a short period, triggering multiple attack events. Instead of displaying multiple hit notifications, the original hit notification continues to indicate the location, avoiding the overlap of multiple similar notifications on the interface.
[0246] For example, if the attack originates from multiple consecutive attacks on the master virtual object within a preset time period (e.g., 2 seconds), the already displayed hit notification is reused: its display position and cumulative display duration remain unchanged, and no new hit notification is created for subsequent attack events while the previous hit notification has not been canceled.
[0247] This embodiment reuses a single hit notification for short-term, continuous attacks from the same source, avoiding the simultaneous rendering of multiple hit notifications triggered by multiple attacks and preventing cluttered display areas. It eliminates the need to repeatedly perform a series of calculations such as notification creation, coordinate calculation, and trajectory determination for each attack, reducing redundant rendering overhead and lowering device computational load. Players are not disturbed by numerous repetitive notifications and can continuously focus on single-directional guidance information; simultaneously, it unifies the notification lifecycle management in continuous attack scenarios, simplifying the notification state management logic when multiple attack events occur concurrently.
[0248] In some embodiments, in response to an attack event on the master virtual object, a hit notification is displayed in the display area, and a three-dimensional pointing element is also displayed to indicate the location of the attack source.
[0249] Optionally, after an attack event is triggered, on the one hand, a hit notification is displayed on a first or second preset display trajectory based on the spatial orientation of the attack source relative to the main virtual object; on the other hand, a three-dimensional pointing element is generated. This three-dimensional pointing element is rendered based on three-dimensional scene space coordinates and points to the attack source within the game world space.
[0250] The hit notification is displayed on a preset trajectory in the two-dimensional display area, primarily used for directional guidance when the attack source is outside the field of view. The three-dimensional pointing element exists in the three-dimensional scene space and is used more to visually mark the location of the attack source within the three-dimensional virtual scene after the attack source enters the field of view.
[0251] For example, when the source of the attack is outside the field of view, a hit notification appears in the interface display area; when the player rotates the view and the source of the attack enters the field of view, in addition to the hit notification changing its trajectory, a three-dimensional pointing element is simultaneously presented in the scene, pointing to the location of the source of the attack in three-dimensional space.
[0252] This embodiment outputs two types of directional guidance markers simultaneously: hit notifications and 3D directional elements, when the main virtual object is attacked. The hit notifications, based on 2D interface trajectories, provide long-distance turning guidance to the attack source outside the field of view, while the 3D directional elements provide precise close-range marking within the 3D virtual scene, forming a layered guidance system that combines 2D interface guidance with 3D spatial marking. These two types of guidance carriers have clearly defined functions, adapting to different scenarios inside and outside the attack source's field of view, enriching the dimensions of directional information expression, and helping players search for the attack source from afar. Both types of hit notification elements are generated based on the same set of spatial orientation data, sharing the attack source coordinate calculation results, eliminating the need for additional spatial calculation processes, and facilitating unified scheduling of rendering logic by the program.
[0253] In some embodiments, the hit notification is in a two-dimensional hit notification mode, and the three-dimensional pointing element is in a three-dimensional hit notification mode. In this embodiment, the three-dimensional pointing element and the hit notification are displayed synchronously. Alternatively, in response to a switching command from two-dimensional hit notification mode to three-dimensional hit notification mode, the hit notification is switched to a three-dimensional pointing element.
[0254] Optionally, two working modes are supported: The first mode is that the two-dimensional hit notification mode and the three-dimensional hit notification mode are effective in parallel, that is, the hit notification and the three-dimensional pointing element are rendered and displayed synchronously; The second mode stops displaying the hit notification and uses the three-dimensional pointing element as the directional marker according to the switching command of the two-dimensional hit notification mode to the three-dimensional hit notification mode, thus completing the switch from two-dimensional guidance to three-dimensional guidance.
[0255] Optionally, the two-dimensional hit alert mode conveys directional information based on hit alerts on a preset display trajectory within the display area, adapting to scenarios where the attack source is outside the field of view; the three-dimensional hit alert mode relies on three-dimensional directional elements within the three-dimensional scene to mark the direction of the attack source, adapting to scenarios where the attack source is within the field of view. These two types of alert elements can be displayed simultaneously as needed, or a switching command can be received to switch between the two hit alert display modes.
[0256] For example, if the attack source is near the edge of the field of view, a hit notification and a 3D pointing element can be displayed simultaneously; when the attack source fully enters the field of view, after triggering the mode switching command, the hit notification is removed, and only the 3D pointing element points to the attack source.
[0257] Optionally, the two-dimensional hit alert mode conveys directional information based on hit alerts on a preset display trajectory within the display area, adapting to scenarios where the attack source is within the field of view; the three-dimensional hit alert mode relies on three-dimensional directional elements within the three-dimensional scene to mark the direction of the attack source, adapting to scenarios where the attack source is outside the field of view. These two types of alert elements can be displayed simultaneously as needed, or a switching command can be received to switch between the two hit alert display modes.
[0258] For example, if the attack source is near the edge of the field of view, a hit notification and a 3D directional element can be displayed simultaneously; when the attack source fully enters the field of view, after triggering the mode switching command, the 3D directional element is removed, and only the hit notification is retained to indicate the location of the attack source.
[0259] This embodiment sets up both a 2D hit notification mode and a 3D hit notification mode, supporting simultaneous display of both types of notification elements and allowing switching between them via a switching command. It provides two control strategies: simultaneous display and mode switching, adapting to diverse game scenario needs. Mode switching only changes the rendering object; the underlying orientation calculation data can be shared, eliminating the need for repeated spatial coordinate calculations. This allows for flexible adjustment of interface information density. It can enhance orientation prompts through simultaneous display of two elements, or simplify the displayed content through mode switching, avoiding excessive screen clutter caused by too many notification elements and improving the player's flexibility in obtaining orientation information.
[0260] like Figure 21 As shown in (a), from the front view 2106 of the camera's view cone corresponding to the master virtual object 2100, it can be seen that the attack source 2103 is located outside the camera's view cone, and the attack source 2103 is located to the right and above the master virtual object 2100. Figure 21 As shown in (b), from the right-side view 2104 of the camera's view frustum corresponding to the master virtual object 2100, it can be seen that the attack source 2103 is located outside the camera's view frustum, and the attack source 2103 is located above the master virtual object 2100. Figure 21 As shown in (c), a hit notification 2101 is displayed on a second preset display trajectory 2105 set around the center of the display area, while a three-dimensional pointing element 2102 is displayed in the display area. Figure 21 As shown in (c), the three-dimensional pointing element 2102 points to the attack source 2103 located outside the field of view of the main virtual object and on the upper right side.
[0261] It should be noted that the method steps in the above embodiments can be arbitrarily combined to obtain new embodiments, and this application does not impose any restrictions on them.
[0262] Figure 22 This invention illustrates a structural block diagram of a hit alert display control device provided in an exemplary embodiment of this application. The device 2200 includes: Display module 2201 is used to display a hit notification in the display area in response to an attack event on the main virtual object, the hit notification being used to indicate the location of the attack source attacking the main virtual object; The display module 2201 is also used to display the hit notification on a first preset display trajectory set around the center of the display area when the attack source is within the field of view of the main virtual object; The display module 2201 is also used to display the hit notification on a second preset display trajectory set around the center when the attack source is outside the field of view.
[0263] In some embodiments, the display module 2201 is specifically used for: If the attack source is located outside the field of view and above the main virtual object, the hit notification will be displayed in the upper half of the display area in the second preset display trajectory; If the attack source is located outside the field of view and below the main virtual object, the hit notification will be displayed in the lower half of the display area in the second preset display trajectory.
[0264] In some embodiments, the display module 2201 is specifically used for: When the attack source is located outside the field of view, in front of the main virtual object, or above the main virtual object, the hit notification will be displayed in the upper half of the display area in the second preset display trajectory. When the attack source is located outside the field of view and below the main virtual object, displaying the hit notification in the lower half of the display area within the second preset display trajectory includes: If the attack source is located outside the field of view, in front of the main virtual object, or below the main virtual object, the hit notification will be displayed in the lower half of the display area of the second preset display trajectory.
[0265] In some embodiments, the display position of the hit notification on the first preset display trajectory or the second preset display trajectory is related to the horizontal orientation of the attack source relative to the master virtual object.
[0266] In some embodiments, the display module 2201 is specifically used for: When the attack source is located outside the field of view, and the left-right offset of the attack source relative to the main virtual object is greater than the up-down offset of the attack source relative to the main virtual object, the hit notification will be displayed in the segment of the second preset display trajectory that is located in the left or right part of the display area; When the attack source is located outside the field of view, and the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, the hit notification will be displayed in the upper or lower part of the display area in the second preset display trajectory.
[0267] In some embodiments, the display module 2201 is specifically used for: When the attack source is outside the field of view, the left-right offset of the attack source relative to the main virtual object is greater than the up-down offset of the attack source relative to the main virtual object, and the attack source is located to the left of the main virtual object, the hit notification will be displayed in the segment of the second preset display trajectory that is located on the left side of the display area. When the attack source is located outside the field of view, the left-right offset of the attack source relative to the master virtual object is greater than the up-down offset of the attack source relative to the master virtual object, and the attack source is located to the right of the master virtual object, the hit notification will be displayed in the right segment of the second preset display trajectory within the display area.
[0268] In some embodiments, the display module 2201 is specifically used for: When the attack source is outside the field of view, the left-right offset of the attack source relative to the main virtual object is less than the up-down offset of the attack source relative to the main virtual object, and the attack source is above the main virtual object, the hit notification will be displayed in the upper part of the display area in the second preset display trajectory. When the attack source is located outside the field of view, the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, and the attack source is below the master virtual object, the hit notification will be displayed in the lower part of the display area in the second preset display trajectory.
[0269] In some embodiments, the display module 2201 is specifically used for: The vertical offset of the attack source relative to the master virtual object is mapped to the height of the left and right edges of the display area to obtain the target height value; The hit notification is displayed in the segment of the second preset display trajectory that is located on the left side of the display area and at a height equal to the target height value; The hit notification is displayed in the right segment of the second preset display trajectory, at a height equal to the target height value.
[0270] In some embodiments, the display module 2201 is specifically used for: The horizontal offset of the attack source relative to the master virtual object is mapped to the upper and lower edges of the display area to obtain the target horizontal value; The hit notification is displayed in the segment of the second preset display trajectory that is located in the upper part of the display area and has a horizontal value of the target horizontal value; The hit notification is displayed in the segment below the display area of the second preset display trajectory, at a position with a horizontal value equal to the target horizontal value.
[0271] In some embodiments, the display module 2201 is further configured to: In response to changes in the orientation and / or position of the master virtual object, the display position of the hit notification is updated according to the positional relationship between the attack source and the field of view.
[0272] In some embodiments, at least one of updating the display position of the hit notification and switching the display trajectory of the hit notification from one preset display trajectory to another preset display trajectory is performed if the display duration of the hit notification does not exceed a preset display duration threshold.
[0273] In some embodiments, the display module 2201 is further configured to: The display duration of the hit notification is inherited before the display trajectory is switched, and after switching to another preset display trajectory, the display continues to be displayed according to the difference between the preset display duration threshold and the already displayed display duration.
[0274] In some embodiments, the display module 2201 is specifically used for: The display position of the hit notification is gradually changed from the display position before the switch to the display position after the switch, so as to switch the display trajectory of the hit notification from one preset display trajectory to another preset display trajectory.
[0275] In some embodiments, the first preset display trajectory and the second preset display trajectory are concentric circular trajectories with the center as the center; The radius of the second preset display trajectory is greater than the radius of the first preset display trajectory.
[0276] In some embodiments, the first preset display trajectory is a circle surrounding the aiming reticle in the display area, and / or the second preset display trajectory is the edge of the display area.
[0277] In some embodiments, the entry condition for switching the display trajectory of the hit alert from the second preset display trajectory to the first preset display trajectory is different from the exit condition for switching the display trajectory of the hit alert from the first preset display trajectory to the second preset display trajectory. When the attack source is within the range between the entry condition and the exit condition relative to the boundary of the field of view, the display trajectory of the hit alert remains unchanged.
[0278] In some embodiments, the entry condition includes: the attack source is located within the field of view and penetrates a first preset angle relative to the boundary of the field of view; The departure conditions include: the source of the attack is located outside the field of view and moves away from the boundary of the field of view by a second preset angle; The maintained interval is the range between the first preset angle and the second preset angle where the attack source is located relative to the boundary of the field of view.
[0279] In some embodiments, the display module 2201 is further configured to: If the attack source attacks the main virtual object multiple times consecutively within a preset time period, the same hit notification will be displayed for all the attacks.
[0280] In some embodiments, the display module 2201 is further configured to: Display a three-dimensional pointing element, which is used to point to the location of the attack source.
[0281] In some embodiments, the hit notification is a two-dimensional hit notification mode, and the three-dimensional pointing element is a three-dimensional hit notification mode. The display module 2201 is also used for: The three-dimensional pointing element is displayed synchronously with the hit notification; or... In response to a switching command from the two-dimensional hit alert mode to the three-dimensional hit alert mode, the hit alert is switched to a three-dimensional pointing element.
[0282] It should be noted that the impact warning display control device provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the impact warning display control device and the impact warning display control method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0283] Figure 23 This illustration shows a structural block diagram of a computer device 2300 provided in an exemplary embodiment of this application. The computer device 2300 may be one or more portable mobile terminals, such as smartphones or tablet computers. The computer device 2300 may also be referred to as user equipment, portable terminal, or other names. Typically, the computer device 2300 includes a processor 2301 and a memory 2302.
[0284] Processor 2301 may include one or more processing cores, such as one or more of a quad-core processor or an octa-core processor. Processor 2301 may be implemented using at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). Processor 2301 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2301 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen.
[0285] The memory 2302 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices.
[0286] In some embodiments, the non-transitory computer-readable storage medium in memory 2302 stores at least one instruction, which is executed by processor 2301 to implement the click-based prompt display control method provided in this embodiment. In some embodiments, computer device 2300 may also optionally include: peripheral device interface 2303 and at least one peripheral device. Processor 2301, memory 2302, and peripheral device interface 2303 can be connected via a bus or signal line. Each peripheral device can be connected to peripheral device interface 2303 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of: radio frequency circuit 2304, touch display screen 2305, camera assembly 2306, audio circuit 2307, and power supply 2308.
[0287] The radio frequency (RF) circuit 2304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2304 communicates with communication networks and other communication devices via electromagnetic signals.
[0288] The touch display screen 2305 is used to display a user interface (UI). This UI may include graphics, text, icons, video, and any combination thereof. The touch display screen 2305 also has the ability to acquire touch signals on its surface or at a surface-up position.
[0289] The camera assembly 2306 is used to capture images or videos. Optionally, the camera assembly 2306 includes a front-facing camera and a rear-facing camera.
[0290] Audio circuit 2307 is used to provide an audio interface between the user and computer device 2300.
[0291] Power supply 2308 is used to supply power to the various components in computer device 2300.
[0292] In some embodiments, the computer device 2300 further includes one or more sensors 2309. The one or more sensors 2309 include, but are not limited to: an accelerometer 2310, a gyroscope 2311, a pressure sensor 2312, an optical sensor 2313, and a proximity sensor 2314.
[0293] Those skilled in the art will understand that the above structure does not constitute a limitation on the computer device 2300, and may include more or fewer components than shown in the figure, or combine certain components, or use different component arrangements.
[0294] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the click-based prompt display control method, apparatus, device, and storage medium provided in the above-described method embodiments.
[0295] This application also provides a computer program product, which includes at least one computer program stored in a computer-readable storage medium; the at least one computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the click-based prompt display control method, apparatus, device, and storage medium provided in the above-described method embodiments.
[0296] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0297] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as one or more read-only memories, disks, or optical discs.
[0298] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying and controlling a hit notification, characterized in that, The method is executed by the client, and the method includes: In response to an attack on the master virtual object, a hit notification is displayed in the display area, which indicates the location of the attack source attacking the master virtual object; When the source of the attack is within the field of view of the main virtual object, the hit notification will be displayed on a first preset display trajectory set around the center of the display area; If the source of the attack is outside the field of view, the hit notification will be displayed on a second preset display trajectory set around the center.
2. The method according to claim 1, characterized in that, When the attack source is outside the field of view, displaying the hit notification on a second preset display trajectory surrounding the center includes: If the attack source is located outside the field of view and above the main virtual object, the hit notification will be displayed in the upper half of the display area in the second preset display trajectory; If the attack source is located outside the field of view and below the main virtual object, the hit notification will be displayed in the lower half of the display area in the second preset display trajectory.
3. The method according to claim 2, characterized in that, When the attack source is located outside the field of view and above the main virtual object, displaying the hit notification in the upper half of the display area within the second preset display trajectory includes: If the attack source is located outside the field of view, in front of the main virtual object, or above the main virtual object, the hit notification will be displayed in the upper half of the display area in the second preset display trajectory. When the attack source is located outside the field of view and below the main virtual object, displaying the hit notification in the lower half of the display area within the second preset display trajectory includes: If the attack source is located outside the field of view, in front of the main virtual object, or below the main virtual object, the hit notification will be displayed in the lower half of the display area of the second preset display trajectory.
4. The method according to any one of claims 1 to 3, characterized in that, The position of the hit notification on the first preset display trajectory or the second preset display trajectory is related to the horizontal orientation of the attack source relative to the master virtual object.
5. The method according to claim 1, characterized in that, When the attack source is outside the field of view, displaying the hit notification on a second preset display trajectory surrounding the center includes: When the attack source is located outside the field of view, and the left-right offset of the attack source relative to the main virtual object is greater than the up-down offset of the attack source relative to the main virtual object, the hit notification will be displayed in the segment of the second preset display trajectory that is located in the left or right part of the display area; When the attack source is located outside the field of view, and the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, the hit notification will be displayed in the upper or lower part of the display area in the second preset display trajectory.
6. The method according to claim 5, characterized in that, When the attack source is located outside the field of view, and the left-right offset of the attack source relative to the main virtual object is greater than the up-down offset of the attack source relative to the main virtual object, displaying the hit notification in the segment of the second preset display trajectory located on the left or right side of the display area includes: When the attack source is outside the field of view, the left-right offset of the attack source relative to the main virtual object is greater than the up-down offset of the attack source relative to the main virtual object, and the attack source is located to the left of the main virtual object, the hit notification will be displayed in the segment of the second preset display trajectory that is located on the left side of the display area. When the attack source is located outside the field of view, the left-right offset of the attack source relative to the master virtual object is greater than the up-down offset of the attack source relative to the master virtual object, and the attack source is located to the right of the master virtual object, the hit notification will be displayed in the right segment of the second preset display trajectory within the display area.
7. The method according to claim 5, characterized in that, When the attack source is located outside the field of view, and the left-right offset of the attack source relative to the main virtual object is less than the up-down offset of the attack source relative to the main virtual object, displaying the hit notification in the upper or lower segment of the second preset display trajectory within the display area includes: When the attack source is outside the field of view, the left-right offset of the attack source relative to the main virtual object is less than the up-down offset of the attack source relative to the main virtual object, and the attack source is above the main virtual object, the hit notification will be displayed in the upper part of the display area in the second preset display trajectory. When the attack source is located outside the field of view, the left-right offset of the attack source relative to the master virtual object is less than the up-down offset of the attack source relative to the master virtual object, and the attack source is below the master virtual object, the hit notification will be displayed in the lower part of the display area in the second preset display trajectory.
8. The method according to claim 6, characterized in that, The method further includes: The vertical offset of the attack source relative to the master virtual object is mapped to the height of the left and right edges of the display area to obtain the target height value; The step of displaying the hit notification in the segment on the left side of the display area within the second preset display trajectory includes: The hit notification is displayed in the segment of the second preset display trajectory that is located on the left side of the display area and at a height equal to the target height value; The step of displaying the hit notification in the right-hand section of the second preset display trajectory within the display area includes: The hit notification is displayed in the right segment of the second preset display trajectory, at a height equal to the target height value.
9. The method according to claim 7, characterized in that, The method further includes: The horizontal offset of the attack source relative to the master virtual object is mapped to the upper and lower edges of the display area to obtain the target horizontal value; The step of displaying the hit notification in the segment of the second preset display trajectory that is located above the display area includes: The hit notification is displayed in the segment of the second preset display trajectory that is located in the upper part of the display area and has a horizontal value of the target horizontal value; The step of displaying the hit notification in the lower section of the second preset display trajectory within the display area includes: The hit notification is displayed in the segment below the display area of the second preset display trajectory, at a position with a horizontal value equal to the target horizontal value.
10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: In response to changes in the orientation and / or position of the master virtual object, the display position of the hit notification is updated according to the positional relationship between the attack source and the field of view.
11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: When the attack originates from outside the field of view and enters the field of view, the display trajectory of the hit notification is switched from the second preset display trajectory to the first preset display trajectory. When the attack originates from within the field of view and moves to outside the field of view and in front of the main virtual object, the display trajectory of the hit notification is switched from the first preset display trajectory to the second preset display trajectory.
12. The method according to claim 10 or 11, characterized in that, At least one of updating the display position of the hit notification and switching the display trajectory of the hit notification from one preset display trajectory to another preset display trajectory shall be performed if the display duration of the hit notification does not exceed a preset display duration threshold.
13. The method according to claim 11 or 12, characterized in that, The step of switching the display trajectory of the hit notification from one preset display trajectory to another preset display trajectory includes: The display duration of the hit notification is inherited before the display trajectory is switched, and after switching to another preset display trajectory, the display continues to be displayed according to the difference between the preset display duration threshold and the already displayed display duration.
14. The method according to claim 12 or 13, characterized in that, The step of switching the display trajectory of the hit notification from one preset display trajectory to another preset display trajectory includes: The display position of the hit notification is gradually changed from the display position before the switch to the display position after the switch, so as to switch the display trajectory of the hit notification from one preset display trajectory to another preset display trajectory.
15. The method according to any one of claims 1 to 14, characterized in that, The first preset display trajectory and the second preset display trajectory are concentric circular trajectories with the center as the center; The radius of the second preset display trajectory is greater than the radius of the first preset display trajectory.
16. The method according to any one of claims 1 to 15, characterized in that, The first preset display trajectory is a circle surrounding the aiming reticle in the display area, and / or the second preset display trajectory is the edge of the display area.
17. The method according to claim 12 or 13, characterized in that, The entry conditions for switching the display trajectory of the hit alert from the second preset display trajectory to the first preset display trajectory are different from the exit conditions for switching the display trajectory of the hit alert from the first preset display trajectory to the second preset display trajectory. When the attack source is within the range between the entry condition and the exit condition relative to the boundary of the field of view, the display trajectory of the hit alert remains unchanged.
18. The method according to claim 17, characterized in that, The entry conditions include: the attack source is located within the field of view and is deeper than the boundary of the field of view by a first preset angle; The departure conditions include: the source of the attack is located outside the field of view and moves away from the boundary of the field of view by a second preset angle; The maintained interval is the range between the first preset angle and the second preset angle where the attack source is located relative to the boundary of the field of view.
19. The method according to any one of claims 1 to 18, characterized in that, The method further includes: If the attack source attacks the main virtual object multiple times consecutively within a preset time period, the same hit notification will be displayed for all the attacks.
20. The method according to any one of claims 1 to 19, characterized in that, The method further includes: displaying a three-dimensional pointing element, the three-dimensional pointing element being used to point to the location of the attack source.
21. The method according to claim 20, characterized in that, The hit notification is a two-dimensional hit notification mode, and the three-dimensional pointing element is a three-dimensional hit notification mode; the method further includes: The three-dimensional pointing element is displayed synchronously with the hit notification; or... In response to a switching command from the two-dimensional hit alert mode to the three-dimensional hit alert mode, the hit alert is switched to a three-dimensional pointing element.
22. A display control device for triggering a hit notification, characterized in that, The device includes: The display module is used to respond to an attack event on the main virtual object and display a hit notification in the display area. The hit notification is used to indicate the location of the attack source attacking the main virtual object. The display module is also used to display the hit notification on a first preset display trajectory set around the center of the display area when the attack source is within the field of view of the main virtual object; The display module is also used to display the hit notification on a second preset display trajectory set around the center when the attack source is outside the field of view.
23. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the display control method for the hit notification as described in any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that is loaded and executed by a processor to implement the display control method for the hit notification as described in any one of claims 1 to 21.
25. A computer program product, characterized in that, The computer program product stores a computer program that is loaded and executed by a processor to implement the display control method for the hit notification as described in any one of claims 1 to 21.