Presentation information transmission method, presentation information display method, presentation information transmission device, presentation information display device, terminal, and computer program of multi-player on-line match program

The display information transmission system in MOBA games addresses the limitations of existing signaling by allowing users to transmit battle information through directional operations, reducing interaction costs and enhancing communication efficiency.

JP2025138777APending Publication Date: 2025-09-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2025108244
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2019-07-19
Filing Date
2025-06-26
Publication Date
2025-09-25

AI Technical Summary

Technical Problem

The signaling systems in multiplayer online battle arena (MOBA) games are simple and limited, failing to meet the communication needs of users, particularly in mobile gaming where voice channels cause network freezes and touchscreen typing is costly.

Method used

A display information transmission system that allows users to transmit presentation information by performing directional operations on the user interface, predicting target information based on the selected elements, and sending it to teammates, reducing human-computer interaction costs.

Benefits of technology

The system intelligently determines and transmits signals based on user intent and battle situations, improving communication efficiency with minimal interaction costs, enhancing in-game collaboration.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a presentation information transmission method, a device, and a terminal of a multi-player on-line match program.SOLUTION: A presentation information transmission method includes: a step (301) of displaying a user interface of a multi-player on-line match program, a step (302) that receives directivity operation on the user interface, where the directivity operation activates a presentation information transmission function and indicates a target display element in the user interface, a step (303) of predicting target presentation information on the basis of a target display element and match information, and a step (304) of transmitting target presentation information to a team mate virtual character of a master virtual character or clients of all the virtual characters participating in a match. The method increases human / computer interaction efficiency when communicating information between a user and other users.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] This application claims priority to a Chinese patent application filed with the China Patent Office on July 19, 2019, bearing application number 201910655572.6 and entitled "Method, device, and terminal for transmitting presentation information for multi-player online battle program," the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the field of computer technology, and more particularly to a presentation information technology for a multiplayer online battle program. [Background technology]

[0003] Multiplayer Online Battle Arena games (MOBAs) are a very popular form of gaming in which two teams of users compete against each other on distributed game maps, with each user controlling a character of their choice through a Real-Time Strategy (RTS) style interface, and users only need to control their own selected character.

[0004] In the related art, a MOBA game includes a signal system used for communication between different users. The signal system includes an attack button, a retreat button, and a gathering button displayed on a program interface. When user A in the same match taps the attack button, other users on the same team as user A can receive a text and audio prompt from the signal system saying "launch attack." When user B in the same match taps the retreat button, other users on the same team as user B can receive a text and audio prompt from the signal system saying "begin retreat." When user C in the same match taps the gather button, other users on the same team as user C can receive a text and audio prompt from the signal system saying "request to gather."

[0005] The above signal systems are simple and limited, and can only transmit a limited amount of presentation information, which cannot meet the communication needs of users. Summary of the Invention [Problem to be solved by the invention]

[0006] The present application provides a method, device, and terminal for transmitting presentation information for a multi-player online battle program, which can solve the problem that the signaling system in the related art is simple and limited. The configuration is as follows. [Means for solving the problem]

[0007] According to one aspect of the present application, there is provided a method for transmitting presentation information for a multi-player online battle program executed by a terminal, the method comprising: displaying a user interface of the multiplayer online battle program; receiving a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing at a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; predicting target presentation information based on the target display element and battle information; and transmitting the target presentation information to the clients of the teammate virtual characters of the master virtual character or all virtual characters participating in the battle.

[0008] According to another aspect of the present application, there is provided a method for displaying presentation information for a multi-player online battle program executed by a terminal, the method comprising: displaying a user interface of the multiplayer online battle program; receiving a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing at a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; predicting target presentation information based on the target display element and battle information; and displaying the target presentation information on the user interface. According to another aspect of the present application, there is provided a presentation information transmission device for a multi-player online battle program, the device comprising: a display module for displaying a user interface of the multiplayer online battle program; an interaction module that receives a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing to a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; a prediction module that predicts target presentation information based on the target display element and battle information; and a transmission module that transmits the target presentation information to the teammate virtual characters of the master virtual character or to the clients of all virtual characters participating in the battle.

[0009] According to another aspect of the present application, there is provided a display device for displaying information for a multi-player online battle program, the device comprising: a display module for displaying a user interface of the multiplayer online battle program; an interaction module that receives a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing to a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; a prediction module that predicts target presentation information based on the target display element and battle information, The display module displays the target presentation information on the user interface.

[0010] According to another aspect of the present application, there is provided a terminal including a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, which, when loaded and executed by the processor, realizes the above-described method for transmitting presentation information for a multiplayer online competitive program and / or the above-described method for displaying presentation information for a multiplayer online competitive program.

[0011] According to another aspect of the present application, there is provided a computer readable storage medium having stored thereon at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, code set or instruction set comprising: , pu When loaded and executed by the processor, the method for transmitting presentation information for a multiplayer online battle program as described above and / or the method for displaying presentation information for a multiplayer online battle program as described above are realized.

[0012] According to another aspect of the present application, there is provided a computer program product including instructions that, when executed on a computer, cause the computer to perform the above-described method for transmitting presentation information for a multiplayer online competitive program and / or the above-described method for displaying presentation information for a multiplayer online competitive program. [Effects of the Invention]

[0013] The beneficial effects of the configurations provided in the embodiments of the present application include at least the following:

[0014] When a directional operation is received, the target presentation information to be transmitted is predicted based on the target display element and the battle information, and the target presentation information is transmitted to the master virtual character's teammate virtual characters or to the clients of all virtual characters participating in the battle, thereby allowing the user to transmit presentation information that meets the user's expectations with the lowest human-computer interaction cost.The multiplayer online battle program intelligently combines the user's expression of intent with the battle information, determines and selects the signals the user wants to transmit in the current battle scene, and improves the efficiency of human-computer interaction when communicating information between the user and other users. [Brief explanation of the drawings]

[0015] In order to more clearly explain the configuration of the embodiments of the present application, the following briefly introduces the drawings necessary for the description of the embodiments. Obviously, the drawings in the following description only show some embodiments of the present application, and those skilled in the art can derive other drawings from these drawings without creative work.

[0016] [Figure 1] FIG. 1 shows a block diagram of a computer system configuration provided in an exemplary embodiment of the present application. [Figure 2] 1 illustrates a schematic diagram of a map of a MOBA game provided in another exemplary embodiment of the present application; [Figure 3] 1 shows a flowchart of a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment of the present application. [Figure 4] 4 shows a schematic diagram of an interface when the presentation information transmission method for the multi-player online battle program provided in the embodiment of FIG. 3 is implemented. [Figure 5] 1 illustrates a schematic diagram of an interface of a HUD area provided in an exemplary embodiment of the present application; [Figure 6]1 shows a flowchart of a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment of the present application. [Figure 7] 7 shows a schematic diagram of an interface when the presentation information transmission method for the multi-player online battle program provided in the embodiment of FIG. 6 is implemented. [Figure 8] 1 shows a flowchart of a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment of the present application. [Figure 9] 9 shows a schematic diagram of an interface when the presentation information transmission method for the multi-player online battle program provided in the embodiment of FIG. 8 is implemented. [Figure 10] 1 shows a flowchart of a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment of the present application. [Figure 11] 11 shows a schematic diagram of an interface when the presentation information transmission method of the multi-player online battle program provided in the embodiment of FIG. 10 is implemented. [Figure 12] 1 shows a flowchart of a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment of the present application. [Figure 13] 13 shows a schematic diagram of an interface when the presentation information transmission method for the multi-player online battle program provided in the embodiment of FIG. 12 is implemented. [Figure 14] 1 shows a schematic diagram of an interface when a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment of the present application is schematically implemented; [Figure 15] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 16] 16 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 15. [Figure 17] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 18]18 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 17. [Figure 19] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 20] 19 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 18. [Figure 21] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 22] 22 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 21. [Figure 23] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 24] 24 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 23. [Figure 25] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 26] 26 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 25. [Figure 27] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 28] 28 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 27. [Figure 29] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 30] 30 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 29. [Figure 31] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 32] 32 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 31. [Figure 33]10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 34] 34 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 33. [Figure 35] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 36] 36 shows a schematic diagram of an interface for implementing the behavior tree provided in the exemplary embodiment shown in FIG. 35. [Figure 37] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 38] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 39] 10 illustrates a flowchart of a behavior tree provided in another exemplary embodiment of the present application. [Figure 40] 1 shows a schematic diagram of an interface when a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment is schematically implemented; [Figure 41] 1 shows a schematic diagram of an interface when a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment is schematically implemented; [Figure 42] 1 shows a schematic diagram of an interface when a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment is schematically implemented; [Figure 43] 1 shows a schematic diagram of an interface when a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment is schematically implemented; [Figure 44] 1 shows a schematic diagram of an interface when a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment is schematically implemented; [Figure 45] 1 is a schematic diagram of an interface for setting directional operation in a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment; [Figure 46] 1 is a schematic diagram of an interface for setting directional operation in a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment; [Figure 47] 1 is a schematic diagram of an interface for setting directional operation in a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment; [Figure 48] 1 shows a method flowchart of a presentation information display method for a multi-player online battle program provided in an exemplary embodiment. [Figure 49] 1 illustrates a block diagram of a terminal provided in an exemplary embodiment of the present application. [Figure 50] 1 shows a flowchart of a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment. [Figure 51] 1 illustrates a relationship diagram of code classes provided in an exemplary embodiment. [Figure 52] 10 illustrates a relationship diagram of code classes provided in another exemplary embodiment. [Figure 53] 1 shows a block diagram of a presentation information transmission device for a multi-player online battle program provided in an exemplary embodiment of the present application. [Figure 54] 1 shows a block diagram of a presentation information display device for a multi-player online battle program provided in an exemplary embodiment of the present application. [Figure 55] 1 illustrates a block diagram of a terminal provided in an exemplary embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION

[0017] In order to clarify the purpose, configuration, and advantages of the present application, the embodiments of the present application will be described in more detail below with reference to the drawings.

[0018] First, some terms related to this application will be introduced and explained.

[0019] Virtual environment: A virtual environment that is displayed (or provided) when an application program is running on a terminal. The virtual environment may be a simulation environment of the real world, a semi-simulated, semi-virtual environment, or a purely virtual environment. The virtual environment may be any one of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment. Optionally, the virtual environment is also used for a virtual battle between at least two virtual characters, and the virtual environment has virtual resources available to the at least two virtual characters. Optionally, the virtual environment may include a map. The map includes two symmetrical areas, and virtual characters belonging to two opposing camps each occupy one area and aim to win by destroying a target building at the back of the opponent's area.

[0020] Virtual Character (also called Hero): A movable object in a virtual environment. The movable object may be at least one of a virtual person, a virtual animal, and a cartoon character. Optionally, a virtual environment 3D virtual environment In this case, the virtual characters may be three-dimensional solid models, and each virtual character may be a three-dimensional virtual environment It has its own shape and volume within a 3D virtual environment The virtual character occupies a part of the space within the virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and can express different appearances by wearing different skins. In some implementations, the virtual character may be realized as a 2.5D model or a 2D model, and the embodiments of the present application are not limited thereto. In some embodiments of the present application, the virtual character refers to a virtual character that can be controlled by a user in a virtual environment. Virtual characters that cannot be controlled by a user (e.g., minions, field monsters) may also be used. (Also called wild monsters or neutral monsters) , NPC) can be called auxiliary virtual characters.

[0021] Multiplayer Online Battle Arena: On a map provided by a virtual environment, different virtual teams belonging to at least two opposing camps each occupy their own map area and compete to achieve certain victory conditions. These victory conditions include, but are not limited to, at least one of capturing a base or destroying the opposing camp's base, killing a virtual character of the opposing camp, maintaining one's own survival within a specified scene and time, capturing a certain resource, and surpassing the opponent's score within a specified time. The battle arena may be played on a match-by-match basis. The battle arena map for each match may be the same or different. Each virtual team includes one or more virtual characters, for example, one, three, or five.

[0022] MOBA games: Virtual environment Several bases are provided, and users of different camps control virtual characters and environment For example, in MOBA games, users are divided into two opposing camps, and virtual characters controlled by users are placed in virtual battlefields. environment The victory condition of a MOBA game is to destroy or capture all of the enemy's bases. MOBA games are played in units of matches, and the duration of one MOBA game is from the start of the game until the victory condition is achieved.

[0023] In a typical MOBA game, the in-game communication system between different users consists of three parts:

[0024] 1. Built-in audio system

[0025] A voice communication channel is established between multiple users, and users are required to turn on their microphones to speak.

[0026] 2. Built-in chat typing system

[0027] A text chat channel is formed between multiple users, and users need to communicate by typing on their terminals.

[0028] 3. Built-in signal system (including attack button, retreat button, gathering button, and minimap marking function)

[0029] The user interface displays an attack button, a retreat button, a gathering button, and a minimap. Users can quickly communicate by tapping these buttons or the minimap.

[0030] Currently, most MOBA games are mobile games. When playing MOBA games on a mobile phone, users may be in inconvenient locations, such as bedrooms or vehicles, making it difficult to communicate effectively using voice channels. Furthermore, using voice channels to communicate can cause network freezes. On the other hand, touchscreen typing on a mobile phone's interface imposes significant human-computer interaction costs, potentially slowing down in-game combat operations. Furthermore, built-in signaling systems can only transmit limited display information. In other words, built-in signaling systems present problems in at least two dimensions:

[0031] 1. The signals that can be transmitted are too simple and limited.

[0032] 2. The cost of human-computer interaction operations is high.

[0033] An embodiment of the present application provides a display information transmission system (abbreviated as a signal system) for a multiplayer online battle program. This system allows users to complete their intentions with the lowest human-computer interaction operation costs without using voice or typing. In this embodiment, the system can intelligently determine and select the signals that the player wants to send or transmit in the current scene based on the user's intentions and the real-time situation of the current battle.

[0034] 1 shows a block diagram of a computer system configuration provided in an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110, a server cluster 120, and a second terminal .

[0035] A client 111 supporting a virtual environment is installed and executed on the first terminal 110. The client 111 may be a multiplayer online battle program. When the client 111 is executed on the first terminal 110, a user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 may be any one of a military simulation program, an MOBA game, a battle royale shooting game, and a simulation game (SLG). In this embodiment, the client 111 is an MOBA game. The first terminal 110 is used by a first user 101. The first user 101 uses the first terminal 110 to control and move a first virtual character located in the virtual environment. The first virtual character may be referred to as the first user's 101's master virtual character. The movement of the first virtual character includes at least one of, but is not limited to, adjusting body posture, creeping, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual character is a first virtual person, such as a simulated human character or an animated human character.

[0036] A client 131 supporting a virtual environment is installed and executed on the second terminal 130. The client 131 may be a multiplayer online battle program. When the client 131 is executed on the second terminal 130, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client 131 may be any one of a military simulation program, an MOBA game, a battle royale shooter game, and an SLG game. In this embodiment, the client 131 is an MOBA game. The second terminal 130 is a terminal used by a second user 102. The second user 102 uses the second terminal 130 to control and move a second virtual character located in a virtual environment. The second virtual character may be referred to as the second user's 102's master virtual character. Schematically, the second virtual character is a second virtual character, such as a simulation character or an animated character.

[0037] Optionally, the first virtual person and the second virtual person exist in the same virtual environment. Optionally, the first virtual person and the second virtual person belong to the same camp, or the same team, or the same organization and may be friends or have temporary communication rights. Optionally, the first virtual person and the second virtual person belong to different camps, or different teams, or different organizations and may be enemies.

[0038] Optionally, the client installed on the first terminal 110 and the second terminal 130 may be the same, or the clients installed on the two terminals may be the same type of client but with different operating system platforms (Android or IOS). The first terminal 110 may generally refer to one of multiple terminals, and the second terminal 130 may generally refer to another of the multiple terminals. In this embodiment, only the first terminal 110 and the second terminal 130 are used as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different. The device types include at least one of a smartphone, a tablet computer, an e-reader, an MP3 player, an MP4 player, a laptop / portable computer, and a desktop computer.

[0039] 1, there are multiple other terminals 140 that can access the server cluster 120. Optionally, there are also one or more terminals 140 that correspond to developers, and the terminals 140 have a client development and editing platform installed. The developers can edit and update the client on the terminals 140 and send the updated client installation package to the server cluster 120 via a wired or wireless network. The first terminal 110 and the second terminal 1 3 0 can download a client installation package from the server cluster 120 to update the client.

[0040] A first terminal 110, a second terminal 130, and another terminal 140 are connected to the server cluster 120 via a wireless or wired network.

[0041] The server cluster 120 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 120 provides backend services to clients supporting the virtual environment. Optionally, the server cluster 120 is responsible for main computing tasks, and the terminals are responsible for secondary computing tasks, or the server cluster 120 is responsible for secondary computing tasks, and the terminals are responsible for main computing tasks, or a distributed computing architecture is used between the server cluster 120 and the terminals (the first terminal 110 and the second terminal 130) to perform collaborative computing.

[0042] In a schematic example, the server cluster 120 includes a server 121 and a server 126. The server 121 includes a processor 122, a user account database 123, a battle service module 124, and a user input / output interface (I / O interface) 125. The processor 122 loads instructions stored in the server 121 and processes data in the user account database 123 and the battle service module 124. The user account database 123 stores data on user accounts used by the first terminal 110, the second terminal 130, and the other terminals 140, such as avatars, nicknames, combat power indices, and service areas in which the user accounts are located. The battle service module 124 provides multiple battle rooms for user battles, such as 1v1 battles, 3v3 battles, 5v5 battles, etc. The user I / O interface 125 establishes communication and exchanges data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network. Optionally, the server 126 is provided with a smart signal module 127, which realizes a presentation information transmission method for a multi-player online battle program provided in the following embodiment.

[0043] FIG. 2 is a schematic diagram of a map provided for a virtual environment of a MOBA game in an exemplary embodiment of the present application. The map is square. The map is divided along a diagonal into a lower-left triangular region 220 and an upper-right triangular region 240. Three lanes, a top lane 21, a middle lane 22, and a bottom lane 23, exist from the lower-left corner of the lower-left triangular region 220 to the upper-right corner of the upper-right triangular region 240. A typical game requires ten virtual characters competing in two camps. Five virtual characters from the first camp occupy the lower-left triangular region 220, and five virtual characters from the second camp occupy the upper-right triangular region 240. The first camp's victory condition is to destroy or capture all of the second camp's bases, and the second camp's victory condition is to destroy or capture all of the first camp's bases.

[0044] Illustratively, the base of the first camp includes nine towers 24 and a first base 26. Here, the nine towers 24 are located in three lanes, one in the top lane 21, one in the middle lane 22, and one in the bottom lane 23, and the first base 26 is located in the lower left corner of the lower left triangular area 220.

[0045] For example, the base of the second camp includes nine towers 24 and a second base 27. Here, the nine towers 24 are located in three lanes, one in the top lane 21, one in the middle lane 22, and one in the bottom lane 23, and the second base 27 is located in the upper right triangular area 2 4 Located in the top right corner of 0.

[0046] The dotted line in Figure 2 may be called the river area. This river area belongs to the shared area between the first camp and the second camp, and is also the area where the lower left triangular area 220 and the upper right triangular area 240 meet.

[0047] In MOBA games, each virtual character On the platform The virtual character needs to improve its combat capabilities by acquiring resources, including:

[0048] 1, a minion that periodically appears in the top lane 21, middle lane 22, and bottom lane 23. When a minion is killed, nearby virtual characters can gain experience and gold.

[0049] 2. The middle lane (a diagonal line from the bottom left to the top right) and the river area (a diagonal line from the top left to the bottom right) are used as dividing lines. The map It can be divided into four triangular areas A, B, C, and D (also called the four jungles). In these four triangular areas A, B, C, and D, field monsters are periodically refreshed. When a field monster is killed, nearby virtual characters can gain experience, gold, and buff effects.

[0050] 3. At two symmetrical positions in the river area, there are a large dragon 28 and a small dragon 29, which are periodically refreshed. When the large dragon 28 or the small dragon 29 is killed, each virtual character on the killing side can obtain experience, gold, and buff effects. The large dragon 28 may be called by other names such as "ruler" or "Caesar," and the small dragon 29 may be called by other names such as "tyrant" or "magic dragon."

[0051] In one example, there is one gold monster in the top lane and one in the bottom lane river that appears 30 seconds into the match. Killing it grants gold. The gold monster has been killed It will be refreshed after 70 seconds.

[0052] Area A: There is one red buff, two normal field monsters (one pig and one bird), and one tyrant (small dragon). Red buffs and field monsters appear 30 seconds after the start of the match. Normal field monsters are refreshed 70 seconds after being killed, and red buffs are refreshed 90 seconds after being killed each time.

[0053] The Tyrant appears 2 minutes into the match and refreshes 3 minutes after being killed. Killing the Tyrant grants the entire team bonus gold and experience. From the start of the match After 9 minutes and 55 seconds, the Tyrant falls to Dark. From the start of the match After 10 minutes, the Dark Tyrant will appear. Killing the Dark Tyrant will grant you the Tyrant's Revenge buff.

[0054] B Zone: There is one blue BUFF, two normal field monsters (one wolf and one bird). The blue BUFF, From the start of the match They spawn after 30 seconds and refresh 90 seconds after each kill.

[0055] Area C: Similar to area B, 1 blue buff, There are two normal field monsters (one wolf and one bird). Similarly, the blue BUFFs are: From the start of the match It appears after 30 seconds, After being killed every time 90 seconds rear will be refreshed.

[0056] D Zone: Similar to A Zone, there is one red buff, two normal field monsters (one pig and one bird). The red buffs are similar to those for increasing power and slowing down power. There is also one ruler (a large dragon). The ruler appears 8 minutes after the start of the match and refreshes 5 minutes after being killed. Killing the ruler will give you a ruler buff, a bond buff, and an online ruler vanguard (or a manually summoned Sky Dragon). 。

[0057] In one illustrative example, BUFF is elaborated upon.

[0058] Red BUFF: Lasts for 70 seconds, attacks inflict continuous burning damage and slow down.

[0059] Blue BUFF: Lasts for 70 seconds, reduces cooldowns, and restores a certain amount of additional mana every second.

[0060] Killing the Dark Tyrant grants the Dark Tyrant BUFF and Bond BUFF.

[0061] Dark Tyrant BUFF: Increases the entire team's Physical Attack (80 + 5% of current Attack) and Magic Attack (120 + 5% of current Magic Attack), lasting for 90 seconds.

[0062] Bond BUFF: Reduces output against the ruler by 50%, persists on death, and lasts for 90 seconds.

[0063] Killing a Ruler will grant you the Ruler BUFF and Bond BUFF.

[0064] Dominator BUFF: Increases the life and mana regeneration of the entire team by 1.5% every second. Lasts for 90 seconds. Upon death, Dominator BUFF will be lost.

[0065] Bond BUFF: Reduces output against Dark Tyrant by 50%, persists on death, and lasts for 90 seconds.

[0066] Killing the ruler will earn you profits.

[0067] 1. All team members, including the Master fictional character during the resurrection CD, will receive 100 gold, and the benefit will be obtained regardless of whether the Master fictional character participates in the attack on the ruler.

[0068] 2. From the time a Ruler is killed, all of the next three waves (three lanes) of troops on the side who killed the Ruler will be replaced by the Ruler Vanguard (Flying Dragon). The Ruler Vanguard is extremely powerful and pushes three lanes simultaneously, putting enormous frontal pressure on the enemy. The enemy must defend each lane. An alarm for the Ruler Vanguard will be issued on the map, and the number of waves (usually three) of the Ruler Vanguard will be displayed along the way.

[0069] The combat ability of the 10 virtual characters includes two parts: level and equipment. The level is acquired from accumulated experience points, and the equipment is acquired by purchasing with accumulated gold. The 10 virtual characters may be obtained by the server matching 10 user accounts online. Illustratively, the server may match 10 identical virtual characters. environment Two, six, or ten user accounts competing in the game are matched online. The two, six, or ten virtual characters belong to two opposing camps, respectively, and the two camps have the same number of corresponding virtual characters. For example, each camp may have five virtual characters, and the roles of the five virtual characters may be a warrior class character, an assassin class character, a mage class character, a support class (or tank class) character, and a marksman class character.

[0070] The above battles may be played on a match-by-match basis. The maps for each battle may be the same or different. Each camp may include one or more, for example, one, three, or five, virtual characters.

[0071] 3 shows a flowchart of a method for transmitting presentation information for a multi-player online battle program provided in an exemplary embodiment of the present application. The method may be performed by any of the terminals in FIG. 1. The method includes the following steps:

[0072] In step 301, the user interface of the multi-player online battle program is displayed.

[0073] The multiplayer online battle program is a program that supports at least two users to control virtual characters in a virtual environment and battle each other. The virtual environment is a battle environment for the battle between at least two virtual characters. The multiplayer online battle program may be any one of a military simulation program, MOBA game, battle royale shooting game, and SLG game. In this embodiment, the Multiplayer online battle program This will be explained using the example of a MOBA game.

[0074] In one example, a user interface 30 for a multiplayer online competitive program includes a virtual environment screen 32 and an interaction panel area 34, as shown in FIG.

[0075] The virtual environment screen 32 is a screen that appears when the virtual environment is observed from a viewpoint corresponding to a master virtual character 38. The master virtual character is a virtual character that the user of the terminal controls in the virtual environment. The viewpoint corresponding to the master virtual character may be any one of a first-person viewpoint, a 45° diagonal overhead viewpoint, a third-person viewpoint, and an over-the-shoulder viewpoint of the master virtual character. In this embodiment, the 45° diagonal overhead viewpoint will be used as an example.

[0076] As the master virtual character 38 moves or rotates, the virtual environment view changes accordingly. The master virtual character 38 may or may not appear in the virtual environment view.

[0077] The interaction panel area 34 is a user interface (UI) element that is overlaid on the virtual environment screen 32. The interaction panel area 34 is broadly divided into two types: information display elements for displaying information, and control function elements for human-computer interaction. The interaction panel area 34 is also called a head-up display (HUD) area. For example, as shown in FIG. 5, the HUD area 34 includes: It includes a minimap area 01, friendly information area 02, scoreboard 03, equipment information area and master virtual character score area 04, menu area 05, minimap area expansion button 06, signal control 07, chat control 08, master virtual character skill button 09, master virtual character attack skill button 10, summoner skill 11, recovery skill 12, recall skill 13, movement control 14, gold area 15, and equipment purchase recommendation 16.

[0078] Here, the friendly information area 02, the scoreboard 03, the equipment information area, and the master virtual character score area 04 are information display elements, and the remaining elements are control function elements. The interaction panel area 34 may include other elements, such as a death panel, a tower / minion last hit button, etc., but this embodiment is not limited thereto.

[0079] When a user starts a match, a user interface of a multiplayer online match program is displayed.

[0080] In step 302, a directional operation is received on the user interface, where the directional operation is an operation for activating a presentation information transmission function and is an operation for pointing at a target display element on the user interface.

[0081] When a user needs to transmit presentation information, the user performs a directional operation on the user interface, which may be a single user operation or a combination of two or more user operations.

[0082] The directional operation is an operation for activating a presentation information transmission function and is an operation for pointing to a target display element in the user interface. The target display element is one of multiple display elements in the user interface. In one illustrative example, the directional operation may be an operation of double-tapping, triple-tapping, or long-pressing the target display element. In another illustrative example, the interaction panel area includes a traffic light control, and the directional operation is an operation for pointing from the traffic light control to the target display element in the user interface. The traffic light control is a control for activating a presentation information transmission function.

[0083] The plurality of display elements in the user interface may include, but are not limited to, at least one of the following elements:

[0084] 1. 3D model that composes the requirements for battle functionality (non-decorative elements, non-visual expression elements) in the virtual environment

[0085] For example, the battle functional requirements are elements that affect the course of battle in the virtual environment, including, but not limited to, three-dimensional models of virtual characters, towers, bases, field monsters, bushes, vision wards, large dragons, small dragons, etc.

[0086] 2. Information display elements in the interaction panel area

[0087] Illustratively, the information display elements include a friendly information area 02, a scoreboard 03, an equipment information area and a master virtual character score area 04, and a death panel not shown in FIG.

[0088] 3. Control elements in the interaction panel area

[0089] Illustratively, the control function elements include a minimap area 01, a map expansion control 06, a signal control 07, a chat control 08, a master virtual character skill button 09, a master virtual character attack skill button 10, a summoner skill button 11, a Rule 1 1. Movement control 1 4 , Gold Region 1 5 , and equipment purchase recommendation 1 6 Includes.

[0090] Illustratively, the control function elements further include quick signal buttons, including, but not limited to, an attack button, a retreat button, and a gather button (not shown in FIG. 5).

[0091] In step 303, target presentation information is predicted based on the target display element and the battle information.

[0092] The target display element is a display element selected by a directional operation. Match information is battle situation information that exists during a single match. Match information includes, but is not limited to, the time since the start of the match, the virtual character's level, skill level-up information, skill cooldown information, summoner skill type, the virtual character's life value, the tower's life value, the virtual character's position relative to the bushes, the front line situation, field monster refresh status, network information, teammate position, enemy position, kill information, death information, date information, holiday information, location information, match information, and the camp names of each camp.

[0093] Illustratively, the presentation information is information for presenting information to teammates, opponents, or all virtual characters. The format of the presentation information includes, but is not limited to, at least one of text, audio, icons, animation, and vibration feedback. In one example, the presentation information includes two types of information: factual information and intention information. The factual information is information indicating existing facts in the current match, such as "field monsters have been refreshed," "the tower is under attack," or "the enemy has been seen." The intention information is information indicating the user's strategic intention, such as "be careful to take the front line of the top lane," "beware of ambushes in the bushes," or "too little gold, need to farm."

[0094] In step 304, target presentation information is sent to the clients of the master virtual character's teammate virtual characters or all virtual characters participating in the battle.

[0095] In one example, the target presentation information is sent to the clients of the master virtual character's teammate virtual characters (optionally including the player himself / herself). In another example, the target presentation information is sent to the clients of all virtual characters participating in the match. In another example, the target presentation information may be sent to a coach client, a referee client, or a viewer client watching the match.

[0096] In one example, a client transmits a frame synchronization signal to a server. The frame synchronization signal includes target presentation information. The server transmits the frame synchronization signal to other clients corresponding to teammate virtual characters of the master virtual character (optionally including the client itself). Alternatively, the server transmits the frame synchronization signal to other clients of all virtual characters participating in the match. The other clients display or play the target presentation information based on the frame synchronization signal.

[0097] As described above, in the method provided in this embodiment, when a directional operation is received, the target presentation information to be transmitted is predicted based on the target display element and the battle information, and the target presentation information is transmitted to the master virtual character's teammate virtual characters or to the clients of all virtual characters participating in the battle, thereby allowing the user to transmit presentation information that meets the user's expectations with the lowest human-computer interaction cost.The multiplayer online battle program intelligently combines the user's expression of intent with the battle information, determines and selects the signals the user wants to transmit in the current battle scene, and improves the efficiency of human-computer interaction when communicating information between the user and other users.

[0098] The above-mentioned trigger method for directional operation has at least the following realization forms.

[0099] 1. Press and hold trigger method

[0100] Trigger directional operation with the method "long press on traffic light control + single tap on target display element."

[0101] 2. Drag trigger method

[0102] Trigger directional control using a "slide control" method.

[0103] 3. Point-touch trigger method based on minimap

[0104] Trigger directional control with a single tap on the minimap.

[0105] 4. Continuous tap trigger method.

[0106] Direct "double tap" or "triple tap" on the target display element triggers directional manipulation.

[0107] For the first method, the long press trigger method, see the following example.

[0108] 6 shows a flowchart of a presentation information transmission method for a multi-player online battle program provided in an exemplary embodiment of the present application. The method may be executed by any of the terminals shown in FIG. 1. For example, when the interaction panel area includes a button control as a signal control (abbreviated as a signal button), the above step 302 may be implemented as the following steps:

[0109] In step 302-1, a first touch operation on a button control is received on the user interface.

[0110] The first touch operation is a single tap operation or a long press operation. In this embodiment, the first touch operation is a long press operation.

[0111] When the user wants to transmit the presented information, he or she presses and holds the signal button.

[0112] Step 302-2 displays one or more candidate display elements in a user interface.

[0113] A candidate display element is a display element among multiple display elements displayed on the user interface that can support continuing to trigger subsequent directional operations based on the first touch operation, i.e., a display element that can continue to trigger the transmission of presentation information in the user interface.

[0114] In one example, the one or more candidate display elements displayed in the user interface maintain their original display format. In another example, the one or more candidate display elements are displayed in the user interface in a highlighted format, where the highlighted format includes at least one of a target color display format, a mask overlay display format, a highlight display format, and a stroke display format.

[0115] For example, in the user interface, all display elements in the HUD area that can trigger the transmission of presentation information are displayed with a highlight stroke.

[0116] In step 302-3, a second touch operation on a target display element of the candidate display elements is accepted on the user interface.

[0117] The second touch operation may be a single tap operation, a double tap operation, a continuous tap operation, or a long press operation. In this embodiment, a case where the second touch operation is a single tap operation will be described as an example.

[0118] For example, see FIG. 7. When it is necessary to transmit presentation information, the user first presses and holds the signal button 07. Next, each display element in the HUD area that can trigger the transmission of presentation information is displayed in bold. The user may select the death panel 17 as the target display element. That is, the user may single-tap the death panel 17. When the multiplayer online battle program determines that the death panel 17 is the target display element, it obtains the battle information "2 seconds left until the master virtual character controlled by the user is resurrected," generates "Master virtual character: 2 seconds left until resurrection," and transmits the target presentation information to teammates in the form of a chat message.

[0119] As described above, the method provided in this embodiment uses two touch operations to trigger directional operations. The point-touch operation is the same as the original interaction design method such as skill buttons, which reduces the user's learning cost, has a low cognitive barrier, and is easy to operate, making it easy for mid- to low-level users to learn and use.

[0120] For the second method, the drag trigger method, see the following examples.

[0121] 8 shows a flowchart of a method for transmitting presentation information in a multi-player online battle program according to an exemplary embodiment of the present application. The method may be executed by any of the terminals shown in FIG. 1. For example, if the HUD area includes a button control as a signal control (abbreviated as a signal button), step 302 may be implemented as follows:

[0122] In step 302-A, a slide operation is accepted on the user interface, the slide start point of the slide operation being a button control, and the slide end point of the slide operation being a target display element.

[0123] When the user wants to transmit the presented information, he slides (or drags) from the signal button, then slides to the target display element and releases his hand.

[0124] In step 302-B, when a slide operation is received on the button control, an auxiliary line (or a movement path) pointing from the slide start point to the slide end point is displayed on the user interface.

[0125] In order to provide feedback and display of the user's slide operation, as an optional step, when a slide operation is received on the button control, the multiplayer online battle program displays an auxiliary line (or movement path) pointing from the slide start point to the slide end point on the user interface.

[0126] For example, the auxiliary line is a half line pointing from the button control to the slide end point, and the movement path is a half line or a curve that follows the slide trajectory of the touch object.

[0127] For example, when a slide operation is accepted, an attack button, a retreat button, and a gathering button are additionally displayed within a predetermined range around the button control. If the slide end point of the slide operation is the attack button, presentation information "launch attack" may be quickly transmitted, if the slide end point of the slide operation is the retreat button, presentation information "begin retreat" may be quickly transmitted, and if the slide end point of the slide operation is the gather button, presentation information "request to gather" may be quickly transmitted.

[0128] For example, see FIG. 9. When presentation information needs to be transmitted, the user first presses and holds the signal button 07. Next, each display element in the HUD area that can trigger transmission of presentation information is displayed in bold. The user may select the skill button 09 of the master virtual character as the target display element. That is, the user may trigger a sliding operation from the signal button 07 to the skill button 09 of the master virtual character. When the sliding operation on the signal button 07 is accepted, an auxiliary line from the signal button 07 to the skill button 09 of the master virtual character may be displayed on the user interface. When the multiplayer online battle program determines that the skill button 09 of the master virtual character is the target display element, it obtains the battle information "2 seconds left until skill 2 of the master virtual character controlled by the user is refreshed," generates "Master virtual character: 2 seconds left until skill 2 is refreshed," and transmits the target presentation information to teammates in the form of a chat message.

[0129] As described above, the method provided in this embodiment triggers directional control with a single slide operation. During intense combat, drag-type slide operations can shorten the time required for operations when the user is highly skilled and has a fast hand speed, thereby improving the communication efficiency of high-level users. Furthermore, when the user releases their hand, the button control, auxiliary lines, and three additionally displayed quick signal buttons associated with the drag-type slide operation can all return to their original state, without obstructing the view. Compared to point-touch operations, this allows for more agile and quick return during intense combat operations.

[0130] For the third method, the point touch trigger method based on the minimap, see the following example.

[0131] 10 shows a flowchart of a method for transmitting presentation information in a multi-player online battle program provided in an exemplary embodiment of the present application. The method may be executed by any of the terminals shown in FIG. 1. For example, if the HUD area includes a map expansion control (also called a mini-map button) as a signal control, step 302 may be implemented as follows:

[0132] In step 302-a, a third touch operation on the map expansion control is received on the user interface.

[0133] The third touch operation may be a single tap operation, a double tap operation, a continuous tap operation, or a long press operation. In this embodiment, the third touch operation will be described as a single tap operation.

[0134] If the user wishes to send the presented information, he / she single taps the map expansion control.

[0135] Step 302-b displays a map view control of the virtual environment in the user interface in response to the third touch operation.

[0136] A map view control is a control for viewing a map of a virtual environment in third person, with control over the target area size. The target area size is larger than the area size of the minimap. Map view controls are also known as middle map controls.

[0137] Optionally, the map view control displays triggerable display elements in a highlighted manner. Illustratively, the map view control displays at least one of display elements of a top lane, a middle lane, a bottom lane, a tower, field monster points, large dragon points, and small dragon points. Here, large dragon points and small dragon points can be considered as field monster points that can provide buffs to the entire team.

[0138] Step 302 - In c, a fourth touch operation on a target display element on the map view control is accepted.

[0139] The fourth touch operation may be a single tap operation, a double tap operation, a continuous tap operation, or a long press operation. In this embodiment, the fourth touch operation will be described as a single tap operation.

[0140] For example, see FIG. 11. When it is necessary to send presentation information, the user first single-tap the minimap button 06. The multiplayer online battle program displays a map view control (middle map control) 18 superimposed on the user interface. The map view control 18 displays the top lane, middle lane, bottom lane, tower, field monster points, large dragon points, and small dragon points. The user may tap again on the map view control 18 to select the large dragon points as the target display element. When the multiplayer online battle program determines that the large dragon points are the target display element, it obtains the battle information "2 seconds after the large dragon was refreshed," generates "Master virtual character: Be careful that the enemy steals the large dragon," and sends the target presentation information to teammates in the form of a chat message.

[0141] As described above, the method provided in this embodiment can trigger a directional operation based on the map view control to select a display element outside the field of view of the virtual environment screen. This allows the selection of the target display element not to be limited to only within the field of view, but to quickly select display elements across the entire map, especially large or macroscopic display elements (e.g., top lane, middle lane, bottom lane), and the above-mentioned presentation information transmission method. law Improve the applicability and functionality of

[0142] For any one of the above first to third methods, please refer to FIG. 5. When a user controls a virtual character, the user typically controls the movement of the virtual character with the thumb of his left hand and controls the activation of the virtual character's skills with the thumb of his right hand. Most users continuously press the movement control (also called the left-hand wheel) with the thumb of their left hand, while the thumb of their right hand presses the button control through intermittent touch operations. Therefore, to avoid interrupting the continuous operation by the user's left thumb, the movement control 14 and the signal button 07 are located in two edge regions of the user interface that are spaced apart from each other. For example, the movement control 14 is located in the left edge region of the user interface, and the signal button 07 is located in the right edge region of the user interface.

[0143] Similarly, the navigation control 14 and the map unfolding control 06 are located at two edge regions of the user interface that are spaced apart from each other, for example, the navigation control 14 is located at the left edge region of the user interface, and the map unfolding control 06 is located at the right edge region of the user interface.

[0144] For the fourth method, the continuous tap trigger method, see the following example.

[0145] 12 shows a flowchart of a method for transmitting presentation information in a multi-player online battle program according to an exemplary embodiment of the present application. The method may be executed by any of the terminals shown in FIG. 1. For example, if the HUD area includes a map expansion control (also called a mini-map button) as a signal control, step 302 may be implemented as follows:

[0146] Step 302-C receives a continuous touch operation on the user interface to the target display element, the continuous touch operation including at least two consecutive tap operations.

[0147] The continuous touch operation may be a double tap operation, a triple tap operation, or a tap operation of a greater number of times. In this embodiment, the case where the continuous touch operation is a double tap operation will be described as an example.

[0148] When the user wishes to transmit the presented information, the user double-tap the target display element in the user interface.

[0149] For example, see FIG. 13. When it is necessary to send the presentation information, the user double-tap the scoreboard 03. When the multiplayer online battle program determines that the scoreboard 03 is the target display element, it obtains the battle information "kill score 3:4", generates "Master virtual character: The kill difference is not large, so farm patiently and don't act selfishly", and sends the target presentation information to the teammates in the form of a chat message.

[0150] It should be noted that the embodiments of the present application do not limit the above-mentioned trigger method of directional operation. The above-mentioned trigger methods may be freely combined to form new embodiments. For example, the drag-type trigger method and the mini-map trigger method may be combined. For example, as shown in FIG. 14, when a user needs to send presentation information, the user first slides from the traffic light button 07 to the map expansion control 06. When the map expansion control 06 is triggered, the map view control is displayed. Next, the user slides to the position of the large dragon on the map view control (slides continuously without interruption). Multiplayer Online match The program determines that the big dragon is the target display element, references the current battle situation information, and sends "Watch out for the enemy stealing the big dragon."

[0151] In an optional embodiment based on the above embodiments, the "target presentation information" prediction process is realized by a behavior tree. The behavior tree includes correspondence relationships between display elements, battle information, and presentation information. Illustratively, the behavior tree stores the correspondence relationships between display elements, battle information, and presentation information in a tree-like structure. The multiplayer online battle program searches the behavior tree for target presentation information to be sent based on the target display element and the battle information. Different target display elements are described below.

[0152] Exemplarily, the behavior tree may be one or more. The step of searching for the target presentation information to be sent in the behavior tree based on the target display element and the match information may be realized in the following forms, including but not limited to:

[0153] 1. The target display element includes a skill type display element, and the battle information includes whether or not a skill can be used.

[0154] The skill display element is a control for activating a skill. Optionally, the skill display element is provided in the interaction panel area, and may be one or more. For example, the skill display element may be a hero skill, a summoner skill, or a temporarily acquired skill having an effective time.

[0155] When the target display element is a skill display element and the skill usability status corresponding to the target display element is “unusable”, determining first target presentation information for indicating that the skill is unusable (for example, prohibited from use or on cooldown); When the target display element is a skill type display element and the skill usability status corresponding to the target display element is "usable", second target presentation information for indicating that the skill is usable is determined.

[0156] 2. The target display element includes a skill type display element, and the battle information includes skill cooldown time.

[0157] When the target display element is a skill type display element and the skill cooldown time corresponding to the target display element is valid, third target presentation information for indicating the skill cooldown time is determined.

[0158] 3. The target display element includes a resource type display element, and the battle information includes visibility information of the resource type display element.

[0159] The resource type display element is a display element for providing gold resources, hit point resources, magic resources, and BUFF resources. Optionally, the resource type display element is a virtual environment There may be one or more points, such as field monster points, large dragon points, small dragon points, bone dragon points, etc. point is.

[0160] If the target display element is a resource display element and the visibility information corresponding to the target display element has the enemy's visibility, a fourth target presentation information is determined to indicate that the enemy has acquired the resource.

[0161] 4. The target display element includes a resource type display element, and the battle information includes refresh information of the resource type display element.

[0162] The resource display element may be a single element or multiple elements. For example, when a wave of field monsters at a field monster point is killed, a new wave of field monsters will appear after a short time by automatic refresh.

[0163] The target display element is a resource display element, and the refresh information is valid If so, determine fifth target presentation information for indicating the remaining time until the resource display element is refreshed.

[0164] 5. The target display element includes a virtual character display element, and the fighting information includes the state of the virtual character display element.

[0165] The virtual character display element is a virtual character controlled by a user, and includes a friendly (own camp) virtual character and an enemy (opponent camp or enemy camp) virtual character. Optionally, the virtual character display element is a virtual environment There may be one or more.

[0166] When the target display element is a virtual character-like display element and the state of the target display element is a first designated state, determining sixth target presentation information to indicate that the virtual character-like display element is in the first designated state; Here, the state includes at least one of a hit point state, a magic state, a recall state, a movement state, an attack state, an attacked state, an equipment state, a level state, and an externally attached state.

[0167] 6. The target display element includes a building display element, and the battle information includes the state of the building display element.

[0168] The building representation element is a three-dimensional model of a building fixed on the map. Optionally, the building representation element is a virtual environment There may be one or more structures within the base, such as a tower, a base tower, or a structure summoned by a hero's skill.

[0169] When the target display element is a building display element and the state of the target display element is the second specified state, seventh target presentation information is determined to indicate that the building display element is in the second specified state.

[0170] Seventh, the target display element includes a network information display element, and the battle information includes network speed information.

[0171] The network information display element is a display element for showing the current network speed information of the terminal, and is usually provided in the interaction panel area.

[0172] When the target display element is a network information display element and the network speed of the network speed information is less than the first threshold, the eighth target presentation information is determined to indicate the network speed status.

[0173] 8. The target display element includes a hardware performance display element, and the battle information includes hardware operating performance parameters.

[0174] The hardware performance display element is a display element for showing the current hardware performance (CPU or frame rate) of the terminal, and is usually provided in the interaction panel area.

[0175] If the target display element is a hardware performance display element and the hardware operation performance parameter is less than a second threshold, Hardware Performance A ninth target presentation information for indicating the state is determined.

[0176] 9. The target display element includes a presentation information display element, and the battle information includes the message content in the presentation information display element.

[0177] The presented information display element is a display element for displaying presented information sent by another person (or by the user), such as a dialog box.

[0178] If the target display element is a presentation information display element, tenth target presentation information for automatically replying to the message content is determined.

[0179] Target display element: Master virtual character's skill A

[0180] The master virtual character has multiple skills, for example, three or four skills. Skill A is any one of the multiple skills. When the target display element is skill A of the master virtual character, referring to FIG. 15, step 303 above may be implemented as the following steps.

[0181] In step 401, whether skill A has been leveled up (at least 1 level) to judge .

[0182] Leveling up refers to acquiring Skill A (or a higher level of Skill A) when the master virtual character's experience points reach a threshold.

[0183] If the level has been increased, the process proceeds to step 402; if the level has not been increased, the process proceeds to step 403.

[0184] In step 402, whether skill A is prohibited or not is determined. to judge .

[0185] If use is prohibited, the process proceeds to step 404; if use is not prohibited, the process proceeds to step 405.

[0186] In step 403, "Skill A has not yet been leveled up" is determined as the target presentation information.

[0187] In step 404, "Skill A is still prohibited from use" is determined as the target presentation information.

[0188] In step 405, whether skill A is on cooldown or not to judge .

[0189] If it is in the cool-down state, proceed to step 406; if it is in the usable state, proceed to step 407.

[0190] In step 406, "Skill A still has X seconds of CD left" is determined as target presentation information.

[0191] Illustratively, X is a variable and match This is determined by the program based on the count value of Skill A's cooldown timer.

[0192] In step 407, "Skill A is ready" is determined as the target presentation information.

[0193] For example, as shown in Figure 16, the user performs a slide operation on the user interface. The slide start point of the slide operation is the signal button, and the slide end point of the slide operation is the skill button of skill A. Multiplayer Online match The program refers to the current match information and determines the target presentation information as "Skill A still has X seconds of cooldown."

[0194] Target Display Element: Summoner Skill B

[0195] At the start of a match, the master virtual character may optionally have one summoner skill B, for example, a teleportation skill. Summoner skill B is one of a plurality of summoner skills. Illustratively, summoner skills include heal, run, punish, execute, roar, disrupt, daze, purify, exhaust, and teleport. Referring to FIG. 17 , if the target display element is summoner skill B, step 303 above may be implemented as the following steps:

[0196] In step 501, whether summoner skill B is on cooldown or not to judge .

[0197] If it is in the cool-down state, proceed to step 502; if it is in the usable state, proceed to step 503.

[0198] In step 502, "Summoner skill B still has X seconds of cooldown" is determined as target presentation information.

[0199] In step 503, "Summoner skill B is ready" is determined as the target presentation information.

[0200] For example, as shown in FIG. 18, if summoner skill B is "teleportation," the user performs a slide operation on the user interface. The slide start point of the slide operation is the traffic light button, and the slide end point of the slide operation is the skill button 11 of the summoner skill "teleportation." Multiplayer Online match The program refers to the current battle information and determines the target presentation information as "Teleportation is ready." Teleportation is an operation method that allows you to teleport a short distance.

[0201] Target display element: Recovery skill

[0202] The recovery skill is a skill for recovering the master virtual character's life value, magic points, or life value + magic points. If the target display element is a recovery skill, referring to FIG. 19, the above step 303 may be realized as the following steps.

[0203] In step 601, whether the recovery skill is on cooldown or not to judge .

[0204] If it is in the cool-down state, proceed to step 602; if it is in the usable state, proceed to step 605.

[0205] In step 602, whether the individual's hit points are less than X% to judge .

[0206] If it is less than X%, proceed to step 603; if it is X% or more, proceed to step 604.

[0207] In step 603, "I want treatment" is determined as the target presentation information.

[0208] In step 604, "The recovery skill still has a cooldown of X seconds" is determined as target presentation information.

[0209] In step 605, "Pay attention to recover the condition in a timely manner" is determined as the target presentation information.

[0210] For example, as shown in Figure 20, the user performs a slide operation on the user interface. The slide start point of the slide operation is the signal button, and the slide end point of the slide operation is the skill button 12 of the "recovery" skill. Multiplayer Online match The program refers to the current match information and determines "I want treatment" as the target presentation information.

[0211] Target display element: Recall (base) skill

[0212] The recall skill is a skill for instantly returning to the teammate's base after a predetermined period of chanting. When the target display element is the recall skill, referring to FIG. 21, the above step 303 may be realized as the following steps:

[0213] In step 701, it is determined whether or not a recall is in progress. to judge .

[0214] If it is in the "recalling" state, proceed to step 702; if it is not in the "recalling" state, proceed to step 703.

[0215] In step 702, "currently being recalled" is determined as the target presentation information.

[0216] In step 703, whether the individual's hit points are less than X% to judge .

[0217] If it is less than X%, proceed to step 704; if it is X% or more, proceed to step 705.

[0218] In step 704, "I need to return to the fountain and recover my condition" is determined as the target presentation information.

[0219] In step 705, whether the energy bar is less than Y% to judge .

[0220] If it is less than Y%, proceed to step 704; if it is Y% or more, proceed to step 706.

[0221] In step 706, the target presentation information is determined to be "If the condition is bad, do not act independently, but return to the spring to recover the condition."

[0222] For example, as shown in Figure 22, the user performs a slide operation on the user interface. The slide start point of the slide operation is the signal button, and the slide end point of the slide operation is the skill button 13 of the "recall" skill. Multiplayer Online match The program refers to the current match information and determines "recalling" as the target presentation information.

[0223] Target display element: Network speed indicator in device information area

[0224] The network speed indicator is for indicating the signal quality of the mobile network or WiFi network to which the terminal is currently connected. Referring to Figure 23, the above step 303 may be implemented as the following steps.

[0225] In step 801, it is determined whether the network speed is less than X ms. to judge .

[0226] If it is less than X ms, proceed to step 802; if it is equal to or greater than X ms, proceed to step 803.

[0227] In step 802, "The network speed over here is stable, so don't worry" is determined as the target presentation information.

[0228] In step 803, "Sorry, but the network over here may not be very stable" is determined as the target presentation information.

[0229] For example, as shown in Figure 24, the user performs a slide operation on the user interface. The slide start point of the slide operation is the traffic light button, and the slide end point of the slide operation is the device information area 04 containing the "network speed indicator." Multiplayer Online match The program references the current match information and determines the target presentation information as "Sorry, but the network over here may not be very stable."

[0230] Target display element: scoreboard

[0231] The scoreboard is an information display control for recording the kill scores of the virtual characters of the two opposing camps. Referring to Figure 25, the above step 303 may be realized as the following steps.

[0232] In step 901, it is determined whether it is within one minute from the start of the match. to judge .

[0233] If it is within one minute of the start of the match, the process proceeds to step 902; if it is not within one minute of the start of the match, the process proceeds to step 903.

[0234] In step 902, "I checked your eyes and you are not the kind of people who are trying to trap me" is determined as target presentation information.

[0235] In step 903, it is determined whether it is 18 minutes after the start of the match. to judge .

[0236] If it is 18 minutes after the start of the game, proceed to step 904; if it is not 18 minutes after the start of the game, proceed to step 915.

[0237] In step 904, whether or not you are leading in kill score to judge .

[0238] If you are leading the enemy in kill score, proceed to step 905; if you are not leading the enemy in kill score, proceed to step 910.

[0239] In step 905, whether the total gold difference is within x or not to judge .

[0240] If the total gold difference is within x, proceed to step 906; if the total gold difference is greater than x, proceed to step 907.

[0241] In step 906, "The gold difference is not large, so don't act selfishly" is determined as the target presentation information.

[0242] Step 907: Are you leading in total gold? to judge .

[0243] If leading in total gold, proceed to step 908; if trailing in total gold, proceed to step 909.

[0244] In step 908, "Your teammates have a large advantage, please continue to maintain it" is determined as the target presentation information.

[0245] In step 909, "Allies are lagging behind in gold, be careful of farming" is determined as target presentation information.

[0246] In step 910, whether the total gold difference is within x to judge .

[0247] For example, the threshold value x changes over time. For example, if the time from the start of the game is y, the threshold value x is as follows:

[0248] Time interval from the start of the match: 0-180 seconds, x=851; Time interval from the start of the match: 180 seconds to 360 seconds, x=3(y-180)+851; Time interval from the start of the match: 36 0 seconds~ 54 If 0 seconds, then x=1.28(y-180)+1391; Time interval from the start of the match: 54 0 seconds~ 72 At 0 seconds, x=7.86(y-180)+1623; Time interval from the start of the match: 72 0 seconds~ 90 At 0 seconds, x=3.09(y-180)+3038; Time interval from the start of the match: 900 seconds to 1080 seconds, x = 2.77(y-180) + 3595.

[0249] If the total gold difference is within x, proceed to step 911; if the total gold difference is greater than x, proceed to step 912.

[0250] In step 911, "Stay calm, the gold difference is not large" is determined as the target presentation information.

[0251] Step 912: Are you leading in total gold? to judge .

[0252] If leading in total gold, proceed to step 913; if trailing in total gold, proceed to step 914.

[0253] In step 913, "Our teammates are leading with gold, so let's play steadily" is determined as the target presentation information.

[0254] In step 914, "If we pay attention to cooperation, we will win" is determined as the target presentation information.

[0255] In step 915, "Team battles are great regardless of the outcome as long as you are there" is determined as target presentation information.

[0256] For example, as shown in Figure 26, the user performs a slide operation on the user interface. The slide start point of the slide operation is the traffic light button, and the slide end point of the slide operation is the scoreboard 03. Multiplayer Online match The program refers to the current match information and determines the target presentation information as "Your team is leading with gold, so let's play steadily."

[0257] Target display elements: Top lane / middle lane / bottom lane in map view control

[0258] Referring to FIG. 27, the above step 303 may be realized as the following steps:

[0259] In step 1001, whether it is within X minutes from the start of the match to judge .

[0260] If it is within X minutes from the start of the match, proceed to step 1002; if it is not within X minutes from the start of the match, proceed to step 1013.

[0261] In step 1002, it is determined whether the selected area is a top / middle / bottom lane area and whether the user is in the area. to judge .

[0262] If the selected area is the top / middle / bottom lane area and the player is in that area, the process proceeds to step 1003; otherwise, the process proceeds to step 1010.

[0263] In step 1003, it is determined whether Tower 1 (the first tower) in the lane still exists. to judge .

[0264] If Tower 1 exists, proceed to step 1004; if Tower 1 does not exist, proceed to step 1007.

[0265] In step 1004, it is determined whether or not any of the enemy virtual characters are visible within the range of the lane. to judge .

[0266] If there is no enemy virtual character in the field of view, the process proceeds to step 1005 , and if there are x enemy virtual characters in the field of view, the process proceeds to step 1006 .

[0267] In step 1005, "miss top / middle / bottom lanes, be careful of each lane" is determined as target presentation information.

[0268] In step 1006, "x number of enemies in top / middle / bottom lane" is determined as target presentation information.

[0269] In step 1007, check whether there are any enemy minions that have crossed the river (advanced into friendly territory). to judge .

[0270] If there is an enemy minion that has crossed the river, proceed to step 1008; if there is no enemy minion that has crossed the river, proceed to step 1009.

[0271] In step 1008, "Pay attention to taking the front line of the top / middle / bottom lanes" is determined as the target presentation information.

[0272] In step 1009, "Pay attention to the top / middle / bottom lanes" is determined as the target presentation information.

[0273] In step 1010, it is determined whether the distance between the front and rear has decreased within 0.2 seconds.

[0274] Determine within 0.2 seconds whether the distance in front of or behind the master virtual character you control has shortened.

[0275] If it has become shorter, proceed to step 1011; if it has not become shorter, proceed to step 1012.

[0276] In step 1011, "On the way, about x seconds left until arrival" is determined as target presentation information.

[0277] In step 1012, "Caution" is determined as the target presentation information.

[0278] In step 1013, it is determined whether the selected area is the top / middle / bottom lane area and whether the user is in the area. to judge .

[0279] If the selected area is the top / middle / bottom lane area and the player is in that area, the process proceeds to step 1014; otherwise, the process proceeds to step 1015.

[0280] In step 1014, "I will lead the front line of the top / middle / bottom lanes" is determined as the target presentation information.

[0281] In step 1015, check whether there are any enemy minions that have crossed the river (advanced into friendly territory). to judge .

[0282] If there are enemy minions that have crossed the river, proceed to step 1016; if there are no enemy minions that have crossed the river, proceed to step 1017.

[0283] In step 1016, "Pay attention to taking the front line of the top / middle / bottom lanes" is determined as the target presentation information.

[0284] In step 1017, it is determined whether the distance between the front and rear has decreased within 0.2 seconds.

[0285] Determine within 0.2 seconds whether the distance in front of or behind the master virtual character you control has shortened.

[0286] If it has become shorter, proceed to step 1018; if it has not become shorter, proceed to step 1019.

[0287] In step 1018, "On the way, about x seconds left until arrival" is determined as the target presentation information.

[0288] In step 1019, "Caution" is determined as the target presentation information.

[0289] For example, as shown in Figure 28, the user performs a slide operation on the user interface. The slide start point of the slide operation is the traffic light button, and the slide end point of the slide operation is the middle lane area in the map view control. match The program refers to the current match information and determines "Watch out for the middle lane" as the target presentation information.

[0290] Target display element: Big dragon (or small dragon) in map view control

[0291] A large dragon (or a small dragon) is a field monster that, when killed, causes all virtual characters in the camp to receive a buff. Referring to Figure 29, step 303 may be implemented as the following steps.

[0292] In step 1101, whether the big dragon (small dragon) is alive or not to judge .

[0293] If the big dragon (small dragon) is alive, proceed to step 1102; if the big dragon (small dragon) is not alive, proceed to step 1111.

[0294] In step 1102, it is determined whether the large dragon (small dragon) is within the range of vision. to judge .

[0295] If there is visibility, proceed to step 1103; otherwise, proceed to step 1110.

[0296] In step 1103, it is determined whether or not there is an enemy virtual character within the field of view. to judge .

[0297] If there is an enemy virtual character, the process proceeds to step 1104; if there is no enemy virtual character, the process proceeds to step 1109.

[0298] In step 1104, it is determined whether the large dragon (small dragon) has full HP. to judge .

[0299] If the large dragon (small dragon) has full HP, proceed to step 1105; if the large dragon (small dragon) does not have full HP, proceed to step 1106.

[0300] In step 1105, "Caution! The enemy hero is near the big dragon (small dragon)" is determined as target presentation information.

[0301] In step 1106, whether the hit points of the large dragon (small dragon) are less than X% to judge .

[0302] If it is less than X%, proceed to step 1107; if it is X% or more, proceed to step 1108.

[0303] In step 1107, "Caution! The hit points of the big dragon (small dragon) are low" is determined as the target presentation information.

[0304] In step 1108, "The big dragon (small dragon) is under attack" is determined as the target presentation information.

[0305] In step 1109, "attack the big dragon (small dragon)" is determined as the target presentation information.

[0306] In step 1110, "x seconds left until a big dragon (small dragon) is born" is determined as target presentation information.

[0307] For example, as shown in Figure 30, the user performs a slide operation on the user interface, with the slide start point being the traffic light button and the slide end point being the small dragon area in the map view control. match The program refers to the current battle information and determines that "The little dragon is under attack" is the target presentation information.

[0308] Target display element: Red (blue) BUFF in map view control

[0309] The red (blue) BUFF is a buff effect obtained after the target field monster in the jungle is killed. Referring to Figure 31, the above step 303 may be realized as the following steps.

[0310] In step 1201, it is checked whether the red (blue) BUFF is alive or not. to judge .

[0311] If the red (blue) BUFF is alive, proceed to step 1202; if the red (blue) BUFF is not alive, proceed to step 1210.

[0312] In step 1202, whether it is a red (blue) BUFF in the friendly area or not to judge .

[0313] If it is a red (blue) BUFF in the friendly area, the process proceeds to step 1203; if it is a red (blue) BUFF in the enemy area, the process proceeds to step 1207.

[0314] In step 1203, it is determined whether there is a red (blue) BUFF in view. to judge .

[0315] If there is visibility, proceed to step 1204; if there is no visibility, proceed to step 1206.

[0316] In step 1204, it is determined whether or not there is an enemy virtual character within the field of view. to judge .

[0317] If there is an enemy virtual character within the field of view, the process proceeds to step 1205; if there is no enemy virtual character within the field of view, the process proceeds to step 1206.

[0318] In step 1205, "Be careful that the enemy steals your red (blue) BUFF" is determined as target presentation information.

[0319] In step 1206, "the opponent is hitting a red (blue) BUFF" is determined as target presentation information.

[0320] In step 1207, it is determined whether or not there is an enemy virtual character within the field of view. to judge .

[0321] If there is an enemy virtual character within the field of view, the process proceeds to step 1208; if there is no enemy virtual character within the field of view, the process proceeds to step 1209.

[0322] In step 1208, "attack the enemy's red (blue) BUFF" is determined as target presentation information.

[0323] In step 1209, "Watch out for the enemy's red (blue) BUFF" is determined as target presentation information.

[0324] In step 1210, whether it is a red (blue) BUFF in the friendly area or not to judge .

[0325] If it is a red (blue) BUFF in the friendly area, the process proceeds to step 1211; if it is a red (blue) BUFF in the enemy area, the process proceeds to step 1212.

[0326] In step 1211, "It will take a while for your ally to produce a red (blue) BUFF" X "seconds" is determined as the target presentation information.

[0327] In step 1212, it is checked whether the player has had vision during the death period of a red (blue) BUFF in the enemy's territory. to judge .

[0328] If there has been visibility during the period of death, proceed to step 1213; if there has not been visibility during the period of death, proceed to step 1214.

[0329] In step 1213, the enemy's red (blue) BUFF is generated. X "seconds" is determined as the target presentation information.

[0330] In step 1214, "Watch out for the enemy's red (blue) BUFF" is determined as target presentation information.

[0331] For example, as shown in Figure 32, the user performs a slide operation on the user interface. The slide start point of the slide operation is the traffic light button, and the slide end point of the slide operation is the position of the friendly red BUFF field monster in the map view control. Multiplayer Online match The program refers to the current match information and determines "Be careful that the enemy steals your red buff" as the target presentation information.

[0332] Target display element: Virtual character (also called hero)

[0333] Referring to FIG. 33, the above step 303 may be realized as the following steps:

[0334] In step 1301, whether it is the user (master virtual character) or not to judge .

[0335] If it is the user, the process proceeds to step 1302; if it is not the user, the process proceeds to step 1305.

[0336] In step 1302, whether the hit points are less than X% or not to judge .

[0337] If it is less than X%, the process proceeds to step 1303; if it is X% or more, the process proceeds to step 1304.

[0338] In step 1303, "condition is bad" is determined as the target presentation information.

[0339] In step 1304, "Please help me" is determined as the target presentation information.

[0340] In step 1305, it is determined whether the virtual character is an ally or not. to judge .

[0341] If it is a friendly virtual character, the process proceeds to step 1306; if it is not a friendly virtual character, the process proceeds to step 1315.

[0342] In step 1306, whether the player has Punish, has killed more than three field monsters, and has been killed within x minutes of the start of the match to judge .

[0343] If yes, proceed to step 1307; if no, proceed to step 1310.

[0344] In step 1307, whether the hit points are less than X% or not to judge .

[0345] If it is less than X%, proceed to step 1308; if it is X% or more, proceed to step 1309.

[0346] In step 1308, "Friend xxx is in bad condition" is determined as the target presentation information.

[0347] In step 1309, "Request jungler support" is determined as the target presentation information.

[0348] In step 1310, whether the hit points are less than X% to judge .

[0349] If it is less than X%, proceed to step 1311; if it is X% or more, proceed to step 1314.

[0350] In step 1311, whether or not the state is out of combat to judge .

[0351] If it is in a non-combat state, proceed to step 1312; if it is not in a non-combat state, proceed to step 1313.

[0352] In step 1312, "Friend xxx is in bad condition" is determined as target presentation information.

[0353] In step 1313, "protect your ally xxx" is determined as the target presentation information.

[0354] In step 1314, "Watch out for your teammate's xxx" is determined as the target presentation information.

[0355] In step 1315, whether the hit points are less than X% to judge .

[0356] If less than X%, step 13 16 If it is equal to or greater than X%, proceed to step 1317.

[0357] Step 13 16 So, "The enemy's xxx has hit points X"Less than %" is determined as the target presentation information.

[0358] Step 13 17 Now, "attack enemy xxx" is determined as the target presentation information.

[0359] For example, as shown in Figure 34, the user performs a slide operation on the user interface, with the start point of the slide operation being the traffic light button and the end point of the slide operation being the enemy virtual character "Li Bai." match The program refers to the current battle information and determines that "the enemy Li Bai's hit points are less than 10%" is the target presentation information.

[0360] Target display element: Base (or Tower) in map view control

[0361] Referring to FIG. 35, the above step 303 may be realized as the following steps.

[0362] In step 1401, it is determined whether the base to judge .

[0363] If it is the base, proceed to step 1402; if it is not the base, proceed to step 1407.

[0364] In step 1402, whether it is a friendly base or not to judge .

[0365] If it is a friendly base, proceed to step 1403; if it is not a friendly base, proceed to step 1404.

[0366] In step 1403, "attack the enemy's base" is determined as the target presentation information.

[0367] In step 1404, it is determined whether or not an attack is occurring. to judge .

[0368] If it is under attack, proceed to step 1405; if it is not under attack, proceed to step 1406.

[0369] In step 1405, "Friendly base is under attack" is determined as target presentation information.

[0370] In step 1406, "return to base to play defense" is determined as the target presentation information.

[0371] In step 1407, whether it is a friendly tower or not to judge .

[0372] If it is a friendly tower, proceed to step 1408; if it is not a friendly tower, proceed to step 1413.

[0373] In step 1408, it is determined whether or not an attack is occurring. to judge .

[0374] If it is under attack, proceed to step 1409; if it is not under attack, proceed to step 1410.

[0375] In step 1409, "Friendly tower is under attack" is determined as target presentation information.

[0376] In step 1410, whether the hit points are less than X% to judge .

[0377] If it is less than X%, proceed to step 1411; if it is X% or more, proceed to step 1412.

[0378] In step 1411, "protect your team's tower" is determined as the target presentation information.

[0379] In step 1412, "Watch out for friendly towers" is determined as the target presentation information.

[0380] In step 1413, "attack the enemy tower" is determined as the target presentation information.

[0381] For example, as shown in Figure 36, the user performs a slide operation on the user interface. The slide start point of the slide operation is the signal button, and the slide end point of the slide operation is the teammate's base. Multiplayer Online match The program refers to the current match information and determines "return to base and play defense" as the target presentation information.

[0382] Target display element: Bushes

[0383] Referring to FIG. 37, the above step 303 may be realized as the following steps.

[0384] In step 1501, it is determined whether the selected bush is the bush where the user is located. to judge .

[0385] If it is the bush where the user is located, the process proceeds to step 1502; if it is not the bush where the user is located, the process proceeds to step 1503.

[0386] In step 1502, "Come to the bushes and lie in wait" is determined as the target presentation information.

[0387] In step 1503, "Be careful of enemies lying in wait in the bushes" is determined as target presentation information.

[0388] Target display element: Bone Dragon

[0389] The Bone Dragon, also known as the Little Dragon, is a field monster that is located opposite the large dragon in the river on some MOBA maps. Referring to Figure 38, step 303 above may be implemented as the following steps.

[0390] In step 1601, the Bone Dragon is alive or not. to judge .

[0391] If the Bone Dragon is alive, proceed to step 1602; if the Bone Dragon is not alive, proceed to step 1607.

[0392] In step 1602, whether or not the Bone Dragon has vision to judge .

[0393] If there is visibility, proceed to step 1603; if there is no visibility, proceed to step 1606.

[0394] In step 1603, it is determined whether or not there is an enemy virtual character within the field of view. to judge .

[0395] If there is an enemy virtual character within the field of view, the process proceeds to step 1604; if there is no enemy virtual character within the field of view, the process proceeds to step 1605.

[0396] In step 1604, "Be careful that the enemy steals the Bone Dragon" is determined as target presentation information.

[0397] In step 1605, "attack the Bone Dragon" is determined as the target presentation information.

[0398] In step 1606, "Beware of the Bone Dragon" is determined as the target presentation information.

[0399] In step 1607, "X seconds left until the Bone Dragon is born" is determined as the target presentation information.

[0400] Target display element: Any other area in the map view control

[0401] Referring to FIG. 39, the above step 303 may be realized as the following steps.

[0402] In step 1701, it is determined whether the distance between the front and rear has decreased within 0.2 seconds.

[0403] If it has become shorter, the process proceeds to step 1702; if it has not become shorter, the process proceeds to step 1703.

[0404] In step 1702, "On the way, approximately 10 minutes until arrival" is displayed. X "seconds" is determined as the target presentation information.

[0405] In step 1703, "Caution" is determined as the target presentation information.

[0406] It should be noted that in various embodiments, the display elements may be expanded and are not limited to the display elements listed above, including, but not limited to, the following types:

[0407] In one example, the display elements further include decorative three-dimensional models or two-dimensional elements in the virtual environment.

[0408] As shown in FIG. 40, when a decorative lantern element is present in the virtual environment and the user's directional operation points to the lantern element, target presentation information such as "Happy Lunar New Year! May everything go well" is displayed.

[0409] In one example, the display elements further include elements associated with the real world in the virtual environment.

[0410] As shown in Figure 41, if the user player's avatar "God X" exists on another virtual character in the virtual environment and the user's directional operation points to that avatar, and if the day happens to be God X's birthday, target presentation information saying "Happy birthday, God X!" will be displayed.

[0411] In one example, the display elements further include elements associated with a user account in the virtual environment.

[0412] As shown in Figure 42, the nickname of the game host is displayed on other virtual characters in the virtual environment.

number

number

[0413] In one example, the display elements further include elements associated with a team to which the user account belongs in the virtual environment.

[0414] As shown in Figure 43, when a team flag for the "Sanko Team" is present on the ground in the virtual environment and the user's directional operation points to the team flag for the "Sanko Team," target presentation information is displayed stating, "The Sanko Team is strong! Support the Sanko Team!"

[0415] In one example, the display element further includes presentation information sent from other user accounts.

[0416] As shown in Figure 44, on the ground of the virtual environment,

number

[0417] It should be noted that the placement position of each display element in the HUD area mentioned in each of the above embodiments is variable. For example, in the example shown in FIG. 45, the scoreboard 03, the device information area, and the master virtual character score area 04 are provided in the area above the minimap control 01 on the left. In other embodiments, there may be more or fewer display elements in the HUD area. This can be easily conceived by those skilled in the art based on the above embodiments, and will not be described further.

[0418] In one example, the presentation information transmission function can be enabled by a manual setting by the user. setting In another example, the presentation information reception function can also be enabled by a manual setting by the user. As shown in FIG. 46, a setting item called "Teammate Signal Limit" is provided in the "Basic Settings" panel of the "Settings" interface. When this setting item called "Teammate Signal Limit" is turned on, the current client will not display presentation signals transmitted from the clients of other teammates.

[0419] In one example, the trigger method for the directional operation may be manually set by the user. As shown in Fig. 47, a setting item for "Map Signal Transmission Method" is provided in the "Operation Settings" panel of the "Settings" interface. If the user checks the "Point Touch to Send" method, the trigger method shown in Fig. 6 above will be used, and if the user checks the "Slide to Send" method, the trigger method shown in Fig. 8 above will be used.

[0420] It should be noted that the above-mentioned presentation information may not only be sent to friendly users or all users, but also be displayed on a local client. Therefore, the present application further provides the following examples.

[0421] 48 shows a flowchart of a presentation information display method provided in an exemplary embodiment of the present application. The method may be performed by any of the terminals in FIG. 1. The method includes the following steps:

[0422] In step 401, the user interface of the multi-player online battle program is displayed.

[0423] A multiplayer online battle program allows at least two users to control virtual characters in a virtual environment and compete against each other. The virtual environment is a battlefield environment for the two or more virtual characters to compete against each other. The multiplayer online battle program may be a military simulation program, MOBA game, battle royale shooter game, or SLG game. In this embodiment, the client is a MOBA game.

[0424] In one example, a user interface 30 for a multiplayer online competitive program includes a virtual environment screen 32 and an interaction panel area 34, as shown in FIG.

[0425] The virtual environment screen 32 is the master virtual character 3 8 The screen displayed when observing the virtual environment from a viewpoint corresponding to the master virtual character is a virtual character controlled in the virtual environment by a user using the terminal. The viewpoint corresponding to the master virtual character may be any one of a first-person viewpoint, a 45° diagonal overhead viewpoint, a third-person viewpoint, and an over-the-shoulder viewpoint of the master virtual character. In this embodiment, the 45° diagonal overhead viewpoint will be used as an example for explanation.

[0426] Master Virtual Character 3 8 When the moves or rotates, the virtual environment screen Along with that Change. Master Virtual Character 3 8 may or may not appear in the virtual environment screen.

[0427] The interaction panel area 34 is a UI element that is overlaid on the virtual environment screen 32. The interaction panel area 34 is broadly divided into two types: information display elements for displaying information, and control function elements for human-computer interaction. The interaction panel area 34 is also called a HUD area. For example, as shown in FIG. 5, the HUD area 34 includes:

[0428] It includes a minimap area 01, friendly information area 02, scoreboard 03, equipment information area and master virtual character score area 04, menu area 05, minimap area expansion button 06, signal control 07, chat control 08, master virtual character skill button 09, master virtual character attack skill button 10, summoner skill 11, recovery skill 12, recall skill 13, movement control 14, gold area 15, and equipment purchase recommendation 16.

[0429] Here, the friendly information area 02, the scoreboard 03, the equipment information area, and the master virtual character score area 04 are information display elements, and the remaining elements are control function elements. The interaction panel area 34 may include other elements, such as a death panel, a tower / minion last hit button, etc., but this embodiment is not limited thereto.

[0430] When a user starts a match, a user interface of a multiplayer online match program is displayed.

[0431] In step 402, a directional operation is received on the user interface, where the directional operation is an operation for activating a presentation information transmission function and is an operation for pointing to a target display element on the user interface.

[0432] When a user needs to transmit presentation information, the user performs a directional operation on the user interface, which may be a single user operation or a combination of two or more user operations.

[0433] The directional operation is an operation for activating a presentation information transmission function and is an operation for pointing to a target display element in the user interface. The target display element is one of multiple display elements in the user interface. In one illustrative example, the directional operation may be an operation of double-tapping, triple-tapping, or long-pressing the target display element. In another illustrative example, the interaction panel area includes a traffic light control, and the directional operation is an operation for pointing from the traffic light control to the target display element in the user interface. The traffic light control is a control for activating a presentation information transmission function.

[0434] The plurality of display elements in the user interface may include, but are not limited to, at least one of the following elements:

[0435] 1. 3D model that composes the requirements for battle functionality (non-decorative elements, non-visual expression elements) in the virtual environment

[0436] For example, the battle functional requirements are elements that affect the course of battle in the virtual environment, including, but not limited to, three-dimensional models of virtual characters, towers, bases, field monsters, bushes, vision wards, large dragons, small dragons, etc.

[0437] 2. Information display elements in the interaction panel area

[0438] Illustratively, the information display elements include a friendly information area 02, a scoreboard 03, an equipment information area and a master virtual character score area 04, and a death panel not shown in FIG.

[0439] 3. Control elements in the interaction panel area

[0440] Illustratively, the control function elements include a minimap area 01, a map expansion control 06, a signal control 07, a chat control 08, a master virtual character skill button 09, a master virtual character attack skill button 10, a summoner skill button 11, a Rule 1 1, movement control 12, gold area 13, and equipment purchase recommendations 14.

[0441] Illustratively, the control function elements further include quick signal buttons, including, but not limited to, an attack button, a retreat button, and a gather button (not shown in FIG. 5). In step 403, target presentation information is predicted based on the target display element and the battle information.

[0442] The target display element is a display element selected by a directional operation. Match information is battle situation information that exists during a single match. Match information includes, but is not limited to, the time since the start of the match, the virtual character's level, skill level-up information, skill cooldown information, summoner skill type, the virtual character's life value, the tower's life value, the virtual character's position relative to the bushes, the front line situation, field monster refresh status, network information, teammate position, enemy position, kill information, death information, date information, holiday information, location information, match information, and the camp names of each camp.

[0443] Illustratively, the presentation information is information for presenting information to teammates, opponents, or everyone. The format of the presentation information includes, but is not limited to, at least one of text, audio, icons, animation, and vibration feedback. In one example, the presentation information includes two types of information: factual information and intention information. The factual information is information indicating existing facts in the current match, such as "field monsters have been refreshed," "the tower is under attack," or "the enemy has been seen." The intention information is information indicating the user's strategic intention, such as "be careful to take the front line of the top lane," "beware of ambushes in the bushes," or "too little gold, need to farm."

[0444] In step 404, the target presentation information is displayed on the user interface.

[0445] The client displays the target presentation information in its user interface. Illustratively, the client displays the target presentation information in the left, center, or right area of ​​the user interface.

[0446] Optionally, when the display period of the target presentation information reaches a display threshold, the display of the target presentation information is cancelled, for example, by blanking.

[0447] This embodiment may be implemented alone or in combination with the above-described embodiments, and the present application is not limited thereto.

[0448] In some embodiments, the client (multiplayer online matchThe client (program) may be a program such as a shooting game, a racing game, a battle royale game, or a military simulation program. The client can support at least one of the Windows operating system, the Apple operating system, the Android operating system, the IOS operating system, and the Linux operating system. Clients of different operating systems can be interconnected. In some embodiments, the client is a program applicable to a mobile terminal with a touch screen.

[0449] In some embodiments, the client is an application program developed based on a 3D engine. For example, the 3D engine is the Unity engine. FIG. 49 is a schematic diagram of a configuration of a terminal provided in an exemplary embodiment of the present application. As shown in FIG. 49, the terminal includes a processor 11, a touch screen 12, and a memory 13.

[0450] The processor 11 may be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor capable of executing instructions.

[0451] The touchscreen 12 includes a pressure-sensitive touchscreen that can measure the pressure applied to the touchscreen 12.

[0452] The memory 13 stores an executable program for the processor 11. Schematically, the memory 13 stores a multiplayer online game. match Program A, application program B, application program C, touch pressure sensing module 18, and operating system kernel layer 19 are stored. matchProgram A is an application program developed based on the 3D virtual engine 17. Optionally, multiplayer online match The program A includes, but is not limited to, at least one of a game program, a virtual reality program, a 3D map program, and a 3D demonstration program developed by the 3D virtual engine 17. For example, when the Android operating system is used as the operating system of the terminal, a multiplayer online game program may be used. match Program A is developed using the Java programming language and the C# language. For example, when the IOS operating system is used as the terminal operating system, a multiplayer online match Program A is developed using the Object-C programming language and the C# language.

[0453] The 3D virtual engine 17 is a 3D interaction engine that supports multiple operating system platforms. Schematically, the 3D virtual engine can be applied to program development in multiple fields, such as game development, virtual reality (VR), and 3D map development. The embodiments of the present application do not limit the specific type of the 3D virtual engine 17. In the following embodiments, a case where the 3D virtual engine 17 is a Unity engine will be described as an example.

[0454] The touch (and pressure) sensing module 18 is a module for receiving touch events (and pressure touch events) reported from the touch screen driver 191. The touch events include a type and a coordinate value of the touch event. The types of touch events include, but are not limited to, a touch start event, a touch move event, and a touch drop event. The pressure touch event includes a pressure value and a coordinate value of the pressure touch event. The coordinate value is for indicating the touch position on the display of the pressure touch operation. Optionally, a two-dimensional coordinate system is obtained with the horizontal direction of the display as the abscissa axis and the vertical direction of the display as the ordinate axis.

[0455] Schematically, the kernel layer 19 includes a touchscreen driver 191 and other drivers 192. The touchscreen driver 191 is a module for detecting a pressure touch event. When the touchscreen driver 191 detects a pressure touch event, it transmits the pressure touch event to the pressure sensing module 18.

[0456] The other drivers 192 may be drivers associated with the processor 11, drivers associated with the memory 13, drivers associated with network components, drivers associated with audio components, and the like.

[0457] As will be appreciated by those skilled in the art, the above is merely a rough example of the configuration of the terminal. In different embodiments, the terminal may have more or fewer components. For example, the terminal may further include a gravity acceleration sensor, a gyro sensor, a power supply, etc.

[0458] As shown in FIG. 50, the above-mentioned presentation information transmission function can be divided into four steps when implemented in code.

[0459] In step 41, the user's operation on the expression layer is accepted.

[0460] The presentation layer is the layer where the user interface is located. For example, in a mobile terminal with a touch screen, the client accepts the user's touch operation on the presentation layer.

[0461] The client selects a target display element in response to a touch operation and calls the corresponding sender entity. The memory 13 stores a basic class for realizing the presentation information transmission function.

[0462] Regarding the control of the interaction procedure of the entire representation layer, the user's actions can be roughly described as follows: The user performs directional operations (drag, release, tap) on the user interface to activate the presentation information sending function and send the presentation information. By abstracting according to the user's operation actions, different interaction control entities can be obtained. As shown in Figure 51, CUICommunicateUnitTrigger: Responsible for accepting directional operations such as long press, drag, and release by the user, triggering the presentation information transmission function and sending messages to the central controller.

[0463] CommunicateController: As the central controller, it is responsible for receiving messages from CUICommunicateUnitTrigger and executing the corresponding procedures.

[0464] CommunicateSystemView: Responsible for controlling the display of some basic UI in the presentation information transmission function, such as updating auxiliary lines (or movement routes).

[0465] CUICommunicateUnitSender: Responsible for indicating the entity sending presentation information in the UI, and its behavior is driven by the CommunicateController.

[0466] Step 42 involves invoking the sender entity.

[0467] As shown in FIG. 52, the memory 13 stores a unit base class CBaseSenderUnit for triggering signal transmission. Several functions (OnActive, OnDeactive, OnEnter, OnExit, OnSend) defined in the unit base class CBaseSenderUnit are all virtual functions. Derived classes of some functions are used to implement specific display signal transmission behaviors. In an exemplary match, display elements that can trigger display information can be divided into two types: 3D battlefield elements in the 3D virtual environment and 2D UI elements in the HUD area. When implemented in code, these two types of objects (3D battlefield elements and 2D UI elements) may be abstracted. When a user performs an operation, entities of different categories execute corresponding logic actions.

[0468] As an exemplary reference, when a three-dimensional battlefield element is determined as a target display element by a directional operation, a 3D battlefield element If the directional operation determines that a 2D UI element is the target display element, it triggers a logic action that calls the sender entity unit CUIMinimapSenderUnit of the 2D UI element. If there are other logic actions, they may be derived from both. For example, the sender entity unit CUIMinimapSenderUnit of the minimap signal inherits from CUISenderUnit. If the directional operation determines that a minimap (or middlemap) element is the target display element, it triggers a logic action that calls the sender entity unit CUIMinimapSenderUnit of the minimap signal.

[0469] Step 43 invokes the behavior tree to make logic decisions.

[0470] After a player performs a directional operation (slide / release / tap) on a target display element, a logic decision must be made based on real-time battle situation information to determine which specific target display information to send. This logic decision involves numerous "if-else" logic branches, and can be implemented by referring to the behavior trees mentioned in the above examples. The code for the behavior tree can be implemented by referring to the open source behavior tree component, behavior.

[0471] In step 44, the presentation information is broadcast.

[0472] In one example, a client transmits a frame synchronization signal to a server. The frame synchronization signal includes target presentation information. The server transmits the frame synchronization signal to other clients corresponding to teammate virtual characters of the master virtual character (optionally including the client itself). Alternatively, the server transmits the frame synchronization signal to other clients of all virtual characters participating in the match. The other clients display or play the target presentation information based on the frame synchronization signal.

[0473] The technical improvements of this application bring about an innovative design direction that breaks through the conventional mobile game combat communication system for mobile devices, and has great potential for growth, flexibility, and scalability. Furthermore, mobile games involving intense battle situations have different requirements for the effectiveness of the system. Furthermore, the "simple interaction + smart decision" approach allows users to achieve a very smart teammate communication effect with a very simple human-computer interaction method.

[0474] The following are examples of the apparatus of the present application. The apparatus examples correspond to the method examples. For details not described in the apparatus examples, please refer to the method examples.

[0475] Please refer to Figure 53, which shows a block diagram of a presentation information transmission device for a multi-player online battle program provided in an exemplary embodiment of the present application. The device may be realized as a whole or part of a terminal by software, hardware, or a combination of both. a display module 5220 for displaying a user interface of the multiplayer online battle program; an interaction module 5240 that receives a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing to a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; and a prediction module 5260 that predicts target presentation information based on the target display element and battle information; and a transmission module 5280 that transmits the target presentation information to the teammate virtual characters of the master virtual character or to the clients of all virtual characters participating in the battle.

[0476] In one optional embodiment, the user interface includes an interaction panel region, the interaction panel region includes a traffic light control, and the directional operation is an operation of pointing from the traffic light control to a target display element in the user interface. In one optional embodiment, the traffic light control includes a button control, and the directional operation includes a first touch operation and a second touch operation. The interaction module 5240 receives the first touch operation on the button control on the user interface; the display module 5220 displays one or more candidate display elements in the user interface; The interaction module 5240 accepts the second touch operation on the target display element on the user interface.

[0477] In one optional embodiment, the display module 5220 displays one or more of the candidate display elements in the user interface in a highlighted manner; Here, the highlighting method includes at least one of a target color display method, a mask overlay display method, a highlight display method, and a stroke display method.

[0478] In one optional embodiment, the signal control comprises a button control and the directional operation comprises a slide operation; The interaction module 5240 receives the slide operation on the user interface, with the slide start point of the slide operation being the button control and the slide end point of the slide operation being the target display element.

[0479] In one optional embodiment, the display module 5220 further displays an auxiliary line or movement path pointing from the slide start point to the slide end point on the user interface when the slide operation is received on the button control.

[0480] In one optional embodiment, the traffic light control includes a map unfolding control, and the directional operation includes a third touch operation and a fourth touch operation; The interaction module 5240 receives the third touch operation on the map expansion control on the user interface; the display module 5220 displays a map view control of the virtual environment on the user interface in response to the third touch operation; The interaction module 5240 receives the fourth touch operation on the target display element on the map view control.

[0481] In one optional embodiment, the user interface includes a virtual environment view and an interaction panel area, the virtual environment view being a view generated when observing a virtual environment from a viewpoint corresponding to a master virtual character, and the virtual environment being a battle environment for combat between at least two virtual characters; The display element is a three-dimensional model or two-dimensional elements that constitute the battle function requirements in the virtual environment; an information display element in the interaction panel area; and a control function element in the interaction panel area.

[0482] In one optional embodiment, the display element comprises: decorative three-dimensional models or two-dimensional elements in the virtual environment; an element in the virtual environment associated with the real world; an element associated with a user account in the virtual environment; and an element associated with a team to which the user account belongs in the virtual environment.

[0483] In one optional embodiment, the display element comprises: Proposals sent from other user accounts News Further includes:

[0484] In one optional embodiment, the prediction module 5260 searches for the target presentation information in a behavior tree based on the target display element and the match information; Here, the behavior tree includes the correspondence between display elements, battle information, and presentation information.

[0485] In an optional embodiment, the target display element includes a skill type display element, and the battle information includes a skill use status; The prediction module 5260 determines first target presentation information for indicating that the skill is unusable when the target display element is the skill class display element and the skill usability status corresponding to the target display element is “unusable”, When the target display element is the skill class display element and the skill usability status corresponding to the target display element is "usable", second target presentation information for indicating that the skill is usable is determined.

[0486] In one optional embodiment, the target display element includes a skill type display element, and the match information includes a skill cooldown time. The prediction module 5260 determines third target presentation information for indicating the skill cooldown time when the target display element is the skill class display element and the skill cooldown time corresponding to the target display element is valid.

[0487] In one optional embodiment, the target display element includes a resource type display element, and the match information includes visibility information of the resource type display element; The prediction module 5260 determines fourth target presentation information to indicate that the enemy has acquired a resource when the target display element is the resource type display element and the visibility information corresponding to the target display element has the enemy's visibility.

[0488] In one optional embodiment, the target display element includes a resource type display element, and the match information includes refresh information for the resource type display element; The prediction module 5260 determines whether the target display element is the resource display element and whether the refresh information is is valid If so, determine fifth target presentation information for indicating the remaining time until the resource display element is refreshed.

[0489] In one optional embodiment, the target display element includes a virtual character display element, and the battle information includes a state of the virtual character display element; When the target display element is the virtual character-type display element and the state of the target display element is a first designated state, the prediction module 5260 determines sixth target presentation information to indicate that the virtual character-type display element is in the first designated state; Here, the state includes at least one of a hit point state, a magic state, a recall state, a movement state, an attack state, an attacked state, an equipment state, a level state, and an externally attached state.

[0490] In one optional embodiment, the target display element includes a building display element, and the match information includes a state of the building display element; When the target display element is the building display element and the state of the target display element is the second specified state, the prediction module 5260 determines seventh target presentation information to indicate that the building display element is in the second specified state.

[0491] In one optional embodiment, the target display element includes a network information display element, and the match information includes network speed information; The prediction module 5260 determines eighth target presentation information to indicate a network speed state when the target display element is the network information display element and the network speed of the network speed information is less than a first threshold.

[0492] In one optional embodiment, the target display element includes a hardware performance display element, and the match information includes hardware operating performance parameters; If the target indicator is the hardware performance indicator and the hardware operating performance parameter is less than a second threshold, the prediction module 5260: Hardware Performance A ninth target presentation information for indicating the state is determined.

[0493] In one optional embodiment, the target display element includes a presentation information display element, and the match information includes message content in the presentation information display element; When the target display element is the presentation information display element, the prediction module 5260 determines tenth target presentation information for automatically replying to the message content.

[0494] In one optional embodiment, the user interface further includes a movement control for controlling the master virtual character to move through the virtual environment; The movement control and the signal control are located at two edge regions of the user interface that are spaced apart from each other.

[0495] Please refer to FIG. 54, which shows a block diagram of a presentation information display device for a multi-player online battle program provided in an exemplary embodiment of the present application. The device may be realized as all or part of a terminal by software, hardware, or a combination of both. The device may be realized as a single device by merging with the device shown in FIG. 53. The device may include: a display module 5220 for displaying a user interface of the multiplayer online competitive program, the user interface including a virtual environment screen and an interaction panel area; an interaction module 5240 that receives a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing to a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; and a prediction module 5260 that predicts target presentation information based on the target display element and match information; The display module 5220 displays the target presentation information on a user interface.

[0496] In one optional embodiment, the user interface includes an interaction panel area, the interaction panel area includes a traffic light control, and the directional operation is an operation of pointing from the traffic light control to a target display element in the user interface.

[0497] In one optional embodiment, the signal control includes a button control, and the directional operation includes a first touch operation and a second touch operation; The interaction module 5240 receives the first touch operation on the button control on the user interface; the display module 5220 displays one or more candidate display elements in the user interface; The interaction module 5240 receives the second touch operation on a target display element of the candidate display elements on the user interface.

[0498] In one optional embodiment, the display module 5220 displays one or more of the candidate display elements in the user interface in a highlighted manner; Here, the highlighting method includes at least one of a target color display method, a mask overlay display method, a highlight display method, and a stroke display method.

[0499] In one optional embodiment, the signal control comprises a button control and the directional operation comprises a slide operation; The interaction module 5240 receives the slide operation on the user interface, with the slide start point of the slide operation being the button control and the slide end point of the slide operation being the target display element.

[0500] In one optional embodiment, the display module 5220 further displays an auxiliary line or movement path pointing from the slide start point to the slide end point on the user interface when the slide operation is received on the button control.

[0501] In one optional embodiment, the traffic light control includes a map unfolding control, and the directional operation includes a third touch operation and a fourth touch operation; The interaction module 5240 receives the third touch operation on the map expansion control on the user interface; the display module 5220 displays a map view control of the virtual environment on the user interface in response to the third touch operation; The interaction module 5240 receives the fourth touch operation on the target display element on the map view control.

[0502] In one optional embodiment, the user interface includes a virtual environment view and an interaction panel area, the virtual environment view being a view generated when observing a virtual environment from a viewpoint corresponding to a master virtual character, and the virtual environment being a battle environment for combat between at least two virtual characters; The display element is a three-dimensional model or two-dimensional elements that constitute the battle function requirements in the virtual environment; an information display element in the interaction panel area; and a control function element in the interaction panel area.

[0503] In one optional embodiment, the display element comprises: decorative three-dimensional models or two-dimensional elements in the virtual environment; an element in the virtual environment associated with the real world; an element associated with a user account in the virtual environment; and an element associated with a team to which the user account belongs in the virtual environment.

[0504] In one optional embodiment, the display element comprises: Proposals sent from other user accounts News Further includes:

[0505] In one optional embodiment, the prediction module 5260 searches for the target presentation information in a behavior tree based on the target display element and the match information; Here, the behavior tree includes the correspondence between display elements, battle information, and presentation information.

[0506] In an optional embodiment, the target display element includes a skill type display element, and the battle information includes a skill use status; The prediction module 5260 determines first target presentation information for indicating that the skill is unusable when the target display element is the skill class display element and the skill usability status corresponding to the target display element is “unusable”, When the target display element is the skill class display element and the skill usability status corresponding to the target display element is "usable", second target presentation information for indicating that the skill is usable is determined.

[0507] In one optional embodiment, the target display element includes a skill type display element, and the match information includes a skill cooldown time. The prediction module 5260 determines third target presentation information for indicating the skill cooldown time when the target display element is the skill class display element and the skill cooldown time corresponding to the target display element is valid.

[0508] In one optional embodiment, the target display element includes a resource type display element, and the match information includes visibility information of the resource type display element; The prediction module 5260 determines fourth target presentation information to indicate that the enemy has acquired a resource when the target display element is the resource type display element and the visibility information corresponding to the target display element has the enemy's visibility.

[0509] In one optional embodiment, the target display element includes a resource type display element, and the match information includes refresh information for the resource type display element; The prediction module 5260 determines whether the target display element is the resource display element and whether the refresh information is is valid If so, determine fifth target presentation information for indicating the remaining time until the resource display element is refreshed.

[0510] In one optional embodiment, the target display element includes a virtual character display element, and the battle information includes a state of the virtual character display element; When the target display element is the virtual character-type display element and the state of the target display element is a first designated state, the prediction module 5260 determines sixth target presentation information to indicate that the virtual character-type display element is in the first designated state; Here, the state includes at least one of a hit point state, a magic state, a recall state, a movement state, an attack state, an attacked state, an equipment state, a level state, and an externally attached state.

[0511] In one optional embodiment, the target display element includes a building display element, and the match information includes a state of the building display element; When the target display element is the building display element and the state of the target display element is the second specified state, the prediction module 5260 determines seventh target presentation information to indicate that the building display element is in the second specified state.

[0512] In one optional embodiment, the target display element includes a network information display element, and the match information includes network speed information; The prediction module 5260 determines eighth target presentation information to indicate a network speed state when the target display element is the network information display element and the network speed of the network speed information is less than a first threshold.

[0513] In one optional embodiment, the target display element includes a hardware performance display element, and the match information includes hardware operating performance parameters; If the target indicator is the hardware performance indicator and the hardware operating performance parameter is less than a second threshold, the prediction module 5260: Hardware Performance A ninth target presentation information for indicating the state is determined.

[0514] In one optional embodiment, the target display element includes a presentation information display element, and the match information includes message content in the presentation information display element; When the target display element is the presentation information display element, the prediction module 5260 determines tenth target presentation information for automatically replying to the message content.

[0515] In one optional embodiment, the user interface further includes a movement control for controlling the master virtual character to move through the virtual environment; The movement control and the signal control are located at two edge regions of the user interface that are spaced apart from each other.

[0516] The present application provides a terminal including a processor and a memory, the memory storing at least one instruction, which, when loaded and executed by the processor, realizes the method for transmitting presentation information for a multi-player online battle program and / or the method for displaying presentation information for a multi-player online battle program provided in the above-mentioned method embodiments. For illustrative purposes, the terminal may be the terminal shown in FIG. 55 below.

[0517] 55 is a block diagram of a terminal 5500 provided in an exemplary embodiment of the present application. The terminal 5500 may be a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, or a desktop computer. The terminal 5500 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other names.

[0518] Generally, the terminal 5500 includes a processor 5501 and a memory 5502 .

[0519] The processor 5501 may include one or more processing cores, for example, a 4-core processor, an 8-core processor, etc. The processor 5501 processes digital signals. Processor (DSP: Digital Signal Processor orThe processor 5501 may be implemented in the form of at least one of a FPGA (Field-Programmable Gate Array), a Programmable Logic Array (PLA), and a main processor and a coprocessor. The main processor is a processor for processing data in a wake state and is also called a central processing unit (CPU). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 5501 may incorporate a graphics processing unit (GPU). The GPU is responsible for rendering and drawing content to be displayed on a display. In some embodiments, the processor 5501 may include an artificial intelligence (AI) processor for processing computational operations related to machine learning.

[0520] The memory 5502 may include one or more computer-readable storage media. The computer-readable storage media may be non-transitory. The memory 5502 may include high-speed random access memory and non-volatile memory, such as one or more disk storage devices, flash memory storage devices, etc. In some embodiments, the non-transitory computer-readable storage medium in the memory 5502 stores at least one instruction that, when executed by the processor 5501, causes the method for transmitting presentation information for a multiplayer online competitive program and / or the method for displaying presentation information for a multiplayer online competitive program provided in the method embodiments of the present application to be implemented.

[0521] In some embodiments, the terminal 5500 optionally further includes a peripheral interface 5503 and at least one peripheral. The processor 5501, the memory 5502, and the peripheral interface 5503 may be connected via a bus or signal lines. Each peripheral may be connected to the peripheral interface 5503 via a bus, signal line, or circuit board. Specifically, the peripheral may include a radio frequency circuit 5504. , De Display 5505, camera component 5506, audio circuitry 5507, positioning components 5508, and at least one of a power source 5509.

[0522] The peripheral interface 5503 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 5501 and the memory 5502. In some embodiments, the processor 5501, the memory 5502, and the peripheral interface 5503 are integrated on the same chip or circuit board. In some other embodiments, any one or two of the processor 5501, the memory 5502, and the peripheral interface 5503 may be implemented on separate chips or circuit boards, and this embodiment is not limited thereto.

[0523] The radio frequency circuit 5504 transmits and receives radio frequency (RF) signals, also known as electromagnetic signals. The radio frequency circuit 5504 communicates with communication networks and other communication devices via the electromagnetic signals. The radio frequency circuit 5504 converts electrical signals into electromagnetic signals for transmission and converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 5504 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 5504 can communicate with other terminals via at least one wireless communication protocol, including, but not limited to, the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a wireless fidelity (WiFi) network. In some embodiments, the radio frequency circuitry 5504 may include circuitry related to Near Field Communication (NFC), although the present application is not limited in this respect.

[0524] The display 5505 displays a user interface (UI). The UI may include graphics, text, icons, video, and any combination thereof. If the display 5505 is a touch display, the display 5505 also has the ability to collect touch signals on or above the surface of the display 5505. The touch signals may be input as control signals to the processor 5501 for processing. In this case, the display 5505 may be used to provide virtual buttons and / or a virtual keyboard, also referred to as soft buttons and / or a soft keyboard. In some embodiments, the display 5505 may be a single display or may be provided on the front panel of the terminal 5500. In other embodiments, there may be at least two displays 5505, each provided on a different surface of the terminal 5500 or designed to be foldable. In other embodiments, the display 5505 may be a flexible display provided on a curved or foldable surface of the terminal 5500. Furthermore, the display 5505 may be provided in a non-rectangular, irregular shape, i.e., an irregularly shaped display. The display 5505 may be manufactured using materials such as a liquid crystal display (LCD), an organic light-emitting diode (OLED), and the like.

[0525] The camera component 5506 collects images or videos. Optionally, the camera component 5506 includes a front camera and a rear camera. Typically, the front camera is located on the front panel of the terminal, and the rear camera is located on the back of the terminal. In some embodiments, there are at least two rear cameras, each of which is any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera. This allows for a background blur function achieved by combining the main camera and the depth camera, a panoramic photography function and a virtual reality (VR) photography function achieved by combining the main camera and the wide-angle camera, or other combined photography functions. In some embodiments, the camera component 5506 may further include a flash. The flash may be a single color temperature flash or a dual color temperature flash. A dual color temperature flash refers to a combination of a warm-colored flash and a cool-colored flash, and can be used to compensate for light at different color temperatures.

[0526] The audio circuit 5507 may include a microphone and a speaker. The microphone collects sound waves from the user and the environment, converts the sound waves into electrical signals, and inputs the electrical signals to the processor 5501 for processing or to the radio frequency circuit 5504 for voice communication. Multiple microphones may be provided at different locations on the terminal 5500 for stereophonic acquisition or noise reduction. The microphone may be an array microphone or an omnidirectional microphone. The speaker converts electrical signals from the processor 5501 or the radio frequency circuit 5504 into sound waves. The speaker may be a conventional film speaker or a piezoelectric ceramic speaker. If the speaker is a piezoelectric ceramic speaker, it can convert electrical signals into sound waves that are audible to humans as well as into sound waves that are inaudible to humans for applications such as distance measurement. In some embodiments, the audio circuit 5507 may further include an earphone jack.

[0527] The positioning component 5508 positions the current geographical location of the terminal 5500 to realize navigation or location-based services (LBS). The positioning component 5508 uses GPS, a global positioning system (GPS) from the United States, a Beidou system (BeiDou) from China, and other GPS systems. ,B Shea's Glonass system, or the European Union's It may also be a positioning component based on the Galileo system.

[0528] The power source 5509 provides power to each component in the terminal 5500. The power source 5509 may be AC ​​power, DC power, a primary battery, or a rechargeable battery. If the power source 5509 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged by a wireless coil. The rechargeable battery may be used to support rapid charging technology.

[0529] In some embodiments, the terminal 5500 further includes one or more sensors 5510, including, but not limited to, an acceleration sensor 5511, a gyro sensor 5512, a pressure sensor 5513, a fingerprint sensor 5514, an optical sensor 5515, and a proximity sensor 5516.

[0530] The acceleration sensor 5511 can detect the magnitude of acceleration on three coordinate axes of a coordinate system established by the terminal 5500. For example, the acceleration sensor 5511 may be used to detect components of three coordinate axes of gravitational acceleration. The processor 5501 may control the touch display 5505 to display a user interface in a landscape view or a portrait view based on the gravitational acceleration signal collected by the acceleration sensor 5511. The acceleration sensor 5511 may be used for games or for collecting movement data of the user.

[0531] The gyro sensor 5512 can detect the direction and rotation angle of the body of the terminal 5500. The gyro sensor 5512 can cooperate with the acceleration sensor 5511 to collect 3D movements of the user relative to the terminal 5500. Based on the data collected by the gyro sensor 5512, the processor 5501 can realize functions such as motion detection (for example, changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0532] The pressure sensor 5513 may be provided on a side frame of the terminal 5500 and / or under the touch display 5505. When the pressure sensor 5513 is provided on the side frame of the terminal 5500, it can detect a grip signal of the user with respect to the terminal 5500. The processor 5501 distinguishes between left and right hands or performs a shortcut operation based on the grip signal collected by the pressure sensor 5513. When the pressure sensor 5513 is provided under the touch display 5505, the processor 5501 realizes control over an operable control on the UI based on a pressure operation by the user on the touch display 5505. The operable control includes at least one type of button control, scroll bar control, icon control, and menu control.

[0533] The fingerprint sensor 5514 collects a user's fingerprint. The processor 5501 identifies the user's identity based on the fingerprint collected by the fingerprint sensor 5514, or the fingerprint sensor 5514 identifies the user's identity based on the collected fingerprint. If the user's identity is identified as a trusted identity, the processor 5501 allows the user to perform related sensitive operations. The sensitive operations include unlocking the screen, viewing encrypted information, downloading software, making payments, and changing settings. The fingerprint sensor 5514 may be provided on the front, back, or side of the terminal 5500. If the terminal 5500 is provided with a physical key or a manufacturer's logo, the fingerprint sensor 5514 may be integrated with the physical key or the manufacturer's logo.

[0534] The optical sensor 5515 collects the intensity of ambient light. In one embodiment, the processor 5501 may control the display brightness of the touch display 5505 according to the intensity of ambient light collected by the optical sensor 5515. Specifically, when the intensity of ambient light is high, the display brightness of the touch display 5505 is increased, and when the intensity of ambient light is low, the display brightness of the touch display 5505 is decreased. In another embodiment, the processor 5501 may dynamically adjust the shooting parameters of the camera component 5506 according to the intensity of ambient light collected by the optical sensor 5515.

[0535] The proximity sensor 5516 is also called a distance sensor and is typically provided on the front panel of the terminal 5500. The proximity sensor 5516 collects information about the distance between the user and the front of the terminal 5500. In one embodiment, when the proximity sensor 5516 detects that the distance between the user and the front of the terminal 5500 is gradually decreasing, the processor 5501 controls the touch display 5505 to switch from an on state to an off state. When the proximity sensor 5516 detects that the distance between the user and the front of the terminal 5500 is gradually increasing, the processor 5501 controls the touch display 5505 to switch from an off state to an on state.

[0536] As will be appreciated by those skilled in the art, the configuration shown in FIG. 55 is not intended to limit the terminal 5500, and the terminal 5500 may include more or fewer components than shown, may combine some components, or may employ a different arrangement of components.

[0537] The memory further includes one or more programs stored in the memory, which execute a presentation information transmission method for a multi-player online battle program and / or a presentation information display method for a multi-player online battle program provided in an embodiment of the present application.

[0538] The present application provides a computer-readable storage medium storing at least one instruction, which, when loaded and executed by the processor, realizes the method for transmitting presentation information for a multi-player online competitive program and / or the method for displaying presentation information for a multi-player online competitive program provided in each of the above method embodiments.

[0539] The present application also provides a computer program product, which, when executed on a computer, causes the computer to execute the method for transmitting presentation information for a multi-player online competitive program and / or the method for displaying presentation information for a multi-player online competitive program provided in each of the above method embodiments.

[0540] The numbers of the above-mentioned embodiments of the present application are for illustrative purposes only and do not indicate superiority or inferiority of the embodiments.

[0541] As can be understood by those skilled in the art, all or part of the steps for realizing the above embodiments may be executed by hardware, or may be executed by instructing relevant hardware through a program. The program may be stored in a computer-readable storage medium. The storage medium mentioned above may be a read-only memory, a magnetic disk, an optical disk, etc.

[0542] The above are only optional examples of the present application and do not limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application should be included within the scope of protection of the present application. [Explanation of symbols]

[0543] 11 processors 12 Touchscreen 17 3D Virtual Engine 18 Touch (and pressure) sensing module 19 Kernel Layer 100 Computer Systems 120 Server Cluster 121 Server 122 processors 123 User Account Database 124 Battle Service Module 125 User-facing I / O interface 126 servers 127 Smart Signal Module 140 Other Devices 191 Touchscreen Driver 192 other drivers 5220 Display Module 5240 Interaction Module 5260 Prediction Module 5280 Transmission Module 5501 processor 5502 memory 5503 Peripheral Interface 5504 Radio Frequency Circuits 5505 Display 5506 Camera Components 5507 Audio Circuit 5508 Positioning Component 5509 Power supply 5510 Sensor 5511 Acceleration Sensor 5512 Gyro Sensor 5513 Pressure Sensor 5514 Fingerprint Sensor 5515 Optical Sensor 5516 Proximity Sensor

Claims

1. A method for transmitting presentation information for a multiplayer online battle program executed by a terminal, comprising: displaying a user interface of the multiplayer online battle program; receiving a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing at a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; predicting target presentation information based on the target display element and battle information; transmitting the target presentation information to the clients of the teammate virtual characters of the master virtual character or all virtual characters participating in the battle; A method comprising:

2. the user interface includes an interaction panel area, the interaction panel area includes a traffic light control, and the directional operation is an operation of pointing from the traffic light control to a target display element in the user interface; The method of claim 1.

3. the signal control includes a button control, and the step of accepting a directional operation on the user interface includes: receiving a first touch operation on the button control on the user interface; displaying one or more candidate display elements in the user interface; receiving a second touch operation on a target display element among the candidate display elements on the user interface; The method of claim 2.

4. The step of displaying one or more candidate display elements on the user interface comprises: displaying one or more of the candidate display elements in the user interface in a highlighted manner; the highlighting method includes at least one of a target color display method, a mask overlay display method, a highlight display method, and a stroke display method; The method of claim 3.

5. the signal control includes a button control, and the step of accepting a directional operation on the user interface includes: receiving a slide operation on the user interface, a slide start point of the slide operation being the button control and a slide end point of the slide operation being the target display element; The method of claim 2.

6. and further comprising a step of displaying, on the user interface, an auxiliary line or a movement path pointing from the slide start point to the slide end point when the slide operation is received on the button control. The method of claim 5.

7. The signal control includes a map expansion control, and the step of accepting a directional operation on the user interface includes: receiving a third touch operation on the map expansion control on the user interface; displaying a map view control of the virtual environment on the user interface in response to the third touch operation; receiving the fourth touch operation on the target display element on the map view control; The method of claim 2.

8. the user interface includes a virtual environment screen and an interaction panel area, the virtual environment screen being a screen generated when observing a virtual environment from a viewpoint corresponding to a master virtual character, and the virtual environment being a battle environment for a battle between at least two virtual characters; The display element is a three-dimensional model or two-dimensional element that constitutes a battle function requirement in the virtual environment; an information display element in the interaction panel area; and a control function element in the interaction panel area, The method of claim 1.

9. The display element is decorative three-dimensional models or two-dimensional elements in the virtual environment; an element in the virtual environment associated with the real world; an element associated with a user account in the virtual environment; and an element associated with a team to which the user account belongs in the virtual environment. The method of claim 8.

10. The display element is Further including at least one element of the presented information sent from another user account; The method of claim 8.

11. The step of predicting target presentation information based on the target display element and the battle information includes: searching for the target presentation information in a behavior tree based on the target display element and the battle information; the behavior tree includes a correspondence relationship between display elements, battle information, and presentation information; 11. The method according to any one of claims 1 to 10.

12. the target display element includes a skill display element, and the battle information includes a skill availability status; The step of searching for the target presentation information in a behavior tree based on the target display element and the battle information includes: When the target display element is the skill class display element and the skill usability state corresponding to the target display element is "unusable", determining first target presentation information for indicating that the skill is unusable; and when the target display element is the skill class display element and the skill usability status corresponding to the target display element is "usable", determining second target presentation information for indicating that the skill is usable. The method of claim 11.

13. the target display element includes a skill type display element, and the battle information includes a skill cooldown time; The step of searching for the target presentation information in a behavior tree based on the target display element and the battle information includes: and when the target display element is the skill class display element and a skill cooldown time corresponding to the target display element is valid, determining third target presentation information for indicating the skill cooldown time. The method of claim 11.

14. The target display element includes a resource display element, and the battle information includes visibility information of the resource display element; The step of searching for the target presentation information in a behavior tree based on the target display element and the battle information includes: determining fourth target presentation information to indicate that the enemy has acquired a resource when the target display element is the resource display element and the visibility information corresponding to the target display element has an enemy's visibility; The method of claim 11.

15. The target display element includes a resource display element, and the battle information includes refresh information of the resource display element; The step of searching for the target presentation information in a behavior tree based on the target display element and the battle information includes: determining fifth target presentation information for indicating a remaining time until the resource display element is refreshed when the target display element is the resource display element and the refresh information is the refresh information; The method of claim 11.

16. the target display element includes a virtual character display element, and the battle information includes a state of the virtual character display element; The step of searching for the target presentation information in a behavior tree based on the target display element and the battle information includes: determining sixth target presentation information indicating that the virtual character display element is in the first designated state when the target display element is the virtual character display element and the state of the target display element is in the first designated state; The state includes at least one of a hit point state, a magic state, a recall state, a movement state, an attack state, an attacked state, an equipment state, a level state, and an externally worn state. The method of claim 11.

17. the target display element includes a building display element, and the battle information includes a state of the building display element; The step of searching for the target presentation information in a behavior tree based on the target display element and the battle information includes: determining, when the target display element is the building display element and the state of the target display element is a second specified state, seventh target presentation information for indicating that the building display element is in the second specified state; The method of claim 11.

18. the target display element includes a network information display element, and the match information includes network speed information; The step of searching for the target presentation information in a behavior tree based on the target display element and the battle information includes: When the target display element is the network information display element and the network speed of the network speed information is less than a first threshold, determining eighth target presentation information to indicate a network speed status; The method of claim 11.

19. the target display element includes a hardware performance display element, and the match information includes a hardware operation performance parameter; The step of searching for the desired target presentation information in a behavior tree based on the target display element and the battle information includes: determining ninth target presentation information to indicate a network speed status when the target display element is the hardware performance display element and the hardware operation performance parameter is less than a second threshold; The method of claim 11.

20. the target display element includes a presentation information display element, and the battle information includes a message content in the presentation information display element; The step of searching for the target presentation information in a behavior tree based on the target display element and the battle information includes: When the target display element is the presentation information display element, determining tenth target presentation information for automatically replying to the message content; The method of claim 11.

21. the user interface further includes a movement control for controlling the master virtual character to move within the virtual environment; the movement control and the signal control are located at two edge regions of the user interface that are spaced apart from each other; 21. The method of any one of claims 1 to 20.

22. A method for displaying presentation information for a multiplayer online battle program executed by a terminal, comprising: displaying a user interface of the multiplayer online battle program; receiving a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing at a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; predicting target presentation information based on the target display element and battle information; displaying the target presentation information on the user interface; A method comprising:

23. the user interface includes an interaction panel area, the interaction panel area includes a traffic light control, and the directional operation is an operation of pointing from the traffic light control to a target display element in the user interface; 23. The method of claim 22.

24. the signal control includes a button control, and the step of accepting a directional operation on the user interface includes: receiving a first touch operation on the button control on the user interface; displaying one or more candidate display elements in the user interface; receiving a second touch operation on a target display element among the candidate display elements on the user interface; 24. The method of claim 23.

25. The step of displaying one or more candidate display elements on the user interface comprises: displaying one or more of the candidate display elements in the user interface in a highlighted manner; the highlighting method includes at least one of a target color display method, a mask overlay display method, a highlight display method, and a stroke display method; 25. The method of claim 24.

26. the signal control includes a button control, and the step of accepting a directional operation on the user interface includes: receiving a slide operation on the user interface, a slide start point of the slide operation being the button control and a slide end point of the slide operation being the target display element; 24. The method of claim 23.

27. and further comprising a step of displaying, on the user interface, an auxiliary line or a movement path pointing from the slide start point to the slide end point when the slide operation is received on the button control.

27. The method of claim 26.

28. The signal control includes a map expansion control, and the step of accepting a directional operation on the user interface includes: receiving a third touch operation on the map expansion control on the user interface; displaying a map view control of the virtual environment on the user interface in response to the third touch operation; receiving the fourth touch operation on the target display element on the map view control; 24. The method of claim 23.

29. the user interface includes a virtual environment screen and an interaction panel area, the virtual environment screen being a screen generated when observing a virtual environment from a viewpoint corresponding to a master virtual character, and the virtual environment being a battle environment for a battle between at least two virtual characters; The display element is a three-dimensional model or two-dimensional element that constitutes a battle function requirement in the virtual environment; an information display element in the interaction panel area; and a control function element in the interaction panel area, 23. The method of claim 22.

30. The display element is decorative three-dimensional models or two-dimensional elements in the virtual environment; an element in the virtual environment associated with the real world; an element associated with a user account in the virtual environment; and an element associated with a team to which the user account belongs in the virtual environment.

30. The method of claim 29.

31. The display element is Further including at least one element of the presented information sent from another user account; 30. The method of claim 29.

32. The step of predicting target presentation information based on the target display element and the battle information includes: searching for the target presentation information in a behavior tree based on the target display element and the battle information; the behavior tree includes a correspondence relationship between display elements, battle information, and presentation information; 32. The method of any one of claims 22 to 31.

33. A presentation information transmission device for a multiplayer online battle program, a display module for displaying a user interface of the multiplayer online battle program; an interaction module that receives a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing to a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; a prediction module that predicts target presentation information based on the target display element and battle information; a transmission module that transmits the target presentation information to the teammate virtual characters of the master virtual character or to the clients of all virtual characters participating in the battle; An apparatus comprising:

34. A presentation information display device for a multiplayer online battle program, a display module for displaying a user interface of the multiplayer online battle program; an interaction module that receives a directional operation on the user interface, the directional operation being an operation for activating a presentation information transmission function and pointing to a target display element on the user interface, the target display element being one of a plurality of display elements on the user interface; a prediction module that predicts target presentation information based on the target display element and battle information, the display module displays the target presentation information on the user interface; Device.

35. 32. A terminal comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set or instruction set, and wherein the at least one instruction, the at least one program, code set or instruction set, when loaded and executed by the processor, realizes a method for transmitting presentation information for a multiplayer online competitive program as claimed in any one of claims 1 to 21 or a method for displaying presentation information for a multiplayer online competitive program as claimed in any one of claims 22 to 32.

36. 32. A computer-readable storage medium storing at least one instruction, at least one program, code set or instruction set, which, when loaded and executed by the processor, causes a method for transmitting presentation information for a multiplayer online competitive program as claimed in any one of claims 1 to 21 or a method for displaying presentation information for a multiplayer online competitive program as claimed in any one of claims 22 to 32 to be realized.

37. 33. A computer program product including instructions which, when executed by a computer, cause the computer to perform a method for transmitting presentation information for a multiplayer online competitive program as claimed in any one of claims 1 to 21 or a method for displaying presentation information for a multiplayer online competitive program as claimed in any one of claims 22 to 32.

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