Methods, devices, equipment, and computer programs for displaying information.
By displaying warning state type and progress of AI virtual objects, the method improves human-machine interaction in games by allowing users to anticipate and respond to AI state changes effectively.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-09
- Publication Date
- 2026-03-25
AI Technical Summary
Existing game technologies rely solely on hit point bar colors to convey information about AI virtual objects, which is monolithic and lacks complexity, hindering effective human-machine interaction.
Implement a method and device for displaying warning information in a virtual environment that indicates the warning state type and progress of AI virtual objects, allowing users to anticipate state changes and take preventive measures.
Enhances the efficiency of information acquisition and human-machine interaction by providing detailed warning state information, enabling users to adaptively respond to AI virtual objects' state transitions.
Smart Images

Figure 2026509793000001_ABST
Abstract
Description
Technical Field
[0001] This application claims the priority of a Chinese patent application filed on June 15, 2023, with the application number 202310713079.1 and the invention title "Display Method, Device, Equipment, and Storage Medium of Prompt Information", and all its contents are incorporated herein by reference.
[0002] Embodiments of this application relate to the technical field of computers, and particularly to the display method, device, equipment, and storage medium of prompt information.
Background Art
[0003] In a game application program, generally, several virtual objects controlled by a server may be provided, which are also referred to as artificial intelligence (abbreviated as AI) virtual objects. To ensure the user's game experience, the game application program usually provides some prompt information to the user for these AI virtual objects, so as to inform the user of information such as the attributes of these AI virtual objects.
[0004] In a Multiplayer Online Battle Arena (MOBA) game, for the AI virtual objects of the enemy camp in a game match, the related technology adopts a hit point bar color different from that of the virtual objects of the friendly camp to prompt. The hit point bar color refers to the color of the hit point bar, and the hit point bar is used to indicate the life value of the virtual object. For example, the hit point bar color of the enemy's AI virtual object is red, and the hit point bar color of the friendly virtual object is blue, thereby prompting the friendly virtual object that the enemy's AI virtual object belongs to the enemy camp.
[0005] The aforementioned related technologies simply use hit point bar colors to present information, and the content of the presented information is relatively monolithic, which is disadvantageous for human-machine interaction. [Overview of the project] [Means for solving the problem]
[0006] Embodiments of the present application provide a method, apparatus, device, and storage medium for displaying information. The technical solutions are as follows:
[0007] According to one embodiment of the present invention, a method for displaying information is provided, the method being performed by a terminal device, and the method is A step of displaying a virtual environment screen, wherein the virtual environment screen is a screen for observing the virtual environment from the perspective of a first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object. The virtual environment screen includes the step of displaying warning information for the first virtual object of the second virtual object, wherein the warning information is used to indicate the warning state type and warning state progress of the second virtual object, the warning state progress is used to control switching between different warning state types, and the different warning state types are used to indicate different responses of the second virtual object to the first virtual object.
[0008] According to one embodiment of the present application, a display device for presenting information is provided, and the device is A screen display module used to display a virtual environment screen, wherein the virtual environment screen is a screen for observing the virtual environment from the viewpoint of a first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object, The virtual environment screen includes an information display module used to display warning information for the first virtual object of the second virtual object, wherein the warning information is used to indicate the warning state type and warning state progress of the second virtual object, the warning state progress is used to control switching between different warning state types, and the different warning state types are used to indicate different responses of the second virtual object to the first virtual object.
[0009] According to one embodiment of the present invention, a terminal device is provided, the terminal device comprising a processor and a memory, wherein a computer program is stored in the memory, and the above method is realized by loading and executing the computer program by the processor.
[0010] According to one embodiment of the present invention, a computer-readable storage medium is provided, in which a computer program is stored, and the above method is realized by loading and executing the computer program by a processor.
[0011] According to one embodiment of the present invention, a computer program product is provided, the computer program product comprising a computer program stored in a computer-readable storage medium. The processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, thereby enabling the terminal device to perform the above method. [Effects of the Invention]
[0012] The beneficial effects of the technical solutions provided by the embodiments of this application include at least the following:
[0013] In the virtual environment screen, by displaying warning information targeting the first virtual object of a second virtual object (e.g., an AI virtual object), the user can quickly acquire and understand the warning state type and the progress of the warning state of the second virtual object as indicated in the warning information, improving the amount and efficiency of information acquisition. The user can also know in advance whether the second virtual object will switch to another warning state type based on the progress of the warning state, thereby enabling the user to quickly acquire and understand the state changes of the virtual object, adaptively take preventive measures in advance, and further enhance the efficiency of human-machine interaction. [Brief explanation of the drawing]
[0014] [Figure 1] This is a schematic diagram of the implementation environment of the solution provided by one embodiment of the present application. [Figure 2] This is a schematic diagram of the information presented in related technologies. [Figure 3] This is a flowchart illustrating a method for displaying information provided in one embodiment of the present application. [Figure 4] This is a schematic diagram of the field of view provided by one embodiment of the present application. [Figure 5] This is a schematic diagram of warning information provided by one embodiment of the present invention. [Figure 6] This is a schematic diagram of warning information provided by another embodiment of the present application. [Figure 7] This is a schematic diagram of warning information provided by another embodiment of the present application. [Figure 8] This is a flowchart illustrating a method for displaying presentation information provided in another embodiment of the present application. [Figure 9] This is a schematic diagram of the first information provided by one embodiment of the present application. [Figure 10] This is a schematic diagram of a direction calculation method provided by one embodiment of the present invention. [Figure 11] This is a schematic diagram of the first presented information provided by another embodiment of the present application. [Figure 12] The schematic diagram shows the rollback of the alert state provided by one embodiment of the present application. [Figure 13] The flowchart shows the display method of the prompt information provided by another embodiment of the present application. [Figure 14] The schematic diagram shows the second prompt information provided by one embodiment of the present application. [Figure 15] The flowchart shows the display method of the prompt information provided by another embodiment of the present application. [Figure 16] The block diagram shows the display method of the prompt information provided by one embodiment of the present application. [Figure 17] The block diagram shows the display method of the prompt information provided by another embodiment of the present application. [Figure 18] The block diagram shows the display device of the prompt information provided by one embodiment of the present application. [Figure 19] The block diagram shows the terminal device provided by one embodiment of the present application.
Embodiments for Implementing the Invention
[0015] To make the objectives, technical solutions, and advantages of the present application clearer, the embodiments of the present application will be described in more detail below in conjunction with the drawings.
[0016] First, the nouns related to the embodiments of the present application will be briefly introduced. The following nouns and interpretations can be arbitrarily combined with the technical solutions of the embodiments of the present application as selectable solutions, and all of them belong to the protection scope of the embodiments of the present application. The embodiments of the present application include at least some of the following contents.
[0017] Enemy soldier alert information (alert presentation information): This is presentation information generated by the AI mechanism of an enemy soldier in a game application program (the enemy soldier may refer to other virtual characters in relation to a virtual character controlled by the user, for example, an AI virtual object belonging to the enemy faction, a virtual object controlled by another user, an AI virtual object of the neutral faction, etc.). The AI mechanism controls the enemy soldier to enter a certain alert state in specific situations (for example, a first virtual object controlled by the user passes through the enemy soldier, the first virtual object kills another virtual object, and the first virtual object attacks the enemy soldier), and can control the enemy soldier to exhibit different stress responses to different situations based on the alert state. For example, an enemy soldier in a normal state does not actively attack, but in an alert state, the enemy soldier will start to actively attack, etc.
[0018] Multiplayer Mode: Multiplayer mode is a type of game mode in which users can play with other remote users, compete against each other, or collaborate on gameplay.
[0019] Referring to Figure 1, which shows a schematic diagram of an implementation environment of a solution provided by one embodiment of the present application. The implementation environment of the solution may include a terminal device 10 and a server 20.
[0020] Terminal device 10 includes, but is not limited to, electronic devices such as mobile phones, tablet PCs, smart voice interaction devices, game hosts, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, and smart home appliances. A client terminal of a target application program (e.g., a game application program) can be installed on terminal device 10. The target application program may be an application program that needs to be downloaded and installed, or an application program that can be used immediately by clicking, and may be an online application program or an offline application program, and may be a PC-side application program or a mobile-side application program, but the embodiments of this application are not limited thereto.
[0021] In the embodiments of this application, the target application program may include at least one of the following: a simulation program, a battle royale shooting game, a virtual reality (VR) application program, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a multiplayer gun battle survival game, a third-person shooting game (TPS), a MOBA game, a simulation game (SLG), a social application program, and an interactive entertainment application program. In the embodiments of this application, the target application program is described as a game application program, in which game matches exist, and different presentation information exists for different AI virtual objects in different game matches, where presentation information refers to information used to present to the user. A client terminal of the game application program is running on terminal device 10 as selectable.
[0022] In embodiments of the present invention, the virtual environment is a scene displayed (or provided) when a client terminal of a target application program (e.g., a game application program) is running on a terminal device, and the virtual environment refers to an environment for created virtual objects to move (e.g., to play in a game arena), such as a virtual house, a virtual island, and a virtual map. Optionally, the virtual environment is an environment displayed (or provided) when an application program is running on a terminal device, and the virtual environment may be a simulated world relative to the real world, a semi-simulated, semi-fictional 3D world, or a purely fictional 3D world. The virtual world may be any one of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment. Optionally, the virtual environment may be further used for a battle between at least two virtual objects, and the virtual environment may have virtual resources available for at least two virtual objects.
[0023] The above-mentioned virtual objects refer to virtual characters, virtual vehicles, and virtual items controlled by a user account in a target application program, and the embodiments of this application are not limited thereto. Taking the target application program as a game application program as an example, the virtual object refers to a virtual character controlled by a user account in a game application program. The virtual object may be in human form, animal, anime, or other form, and the embodiments of this application are not limited thereto. The virtual object may be displayed in three dimensions or in two dimensions, and the embodiments of this application are not limited thereto. Selectively, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. The activities of the virtual object include at least one of the following: adjusting body posture, crawling, walking, running, cycling, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, a virtual object is a virtual person, such as a simulated character or an animated character. In some implementations, the virtual object may be implemented using a 2.5-dimensional or 2-dimensional model, and the embodiments of this application are not limited to this.
[0024] In one example, virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects based on the different methods of controlling them. Here, user-controlled virtual objects are objects that can be controlled by a client terminal and are active in the virtual environment. Server-controlled virtual objects are virtual objects controlled by a client terminal, an automatic control algorithm on the server, or an artificial intelligence program. Server-controlled virtual objects include both active and inactive objects in the virtual environment. Exemplaryly, the first virtual object in the embodiment of this application is a client-controlled virtual object, and the second virtual object in the embodiment of this application is a server-controlled virtual object. Of course, the second virtual object in the embodiment of this application may also be a client-controlled virtual object, and the embodiment of this application is not limited to this.
[0025] Server 20 is used to provide background services to client terminals of target application programs on terminal devices 10. For example, Server 20 may be an independent physical server, a server cluster composed of multiple physical servers, or a distributed system. Furthermore, it may be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but is not limited to these.
[0026] In the following embodiments, the first virtual object is a virtual object controlled by a client terminal, the second virtual object is a virtual object controlled by a server, and the third virtual object is a virtual object controlled by a client terminal. In some embodiments, the terminal device 10 includes a first terminal device and a second terminal device, where the first terminal device has a first client terminal of the target application program installed, and the second terminal device has a second client terminal of the target application program installed. The first user account of the first user can be used to control the first virtual object on the first client terminal of the target application program, and the second user account of the second user can be used to control the third virtual object on the second client terminal of the target application program. The first virtual object and the third virtual object may optionally have a friendship or partnership relationship, or temporary communication rights, and the first virtual object and the third virtual object may belong to the same faction, the same party, or the same organization, etc., but the embodiments of this application are not limited thereto. Optionally, the first virtual object and the third virtual object do not have a friendship relationship and may belong to different factions, different parties, or different organizations. Optionally, the client terminals installed on the first terminal device and the second terminal device are the same, or the client terminals installed on the first terminal device and the second terminal device are the same type of client terminal on different operating system platforms (Android or iOS). The first terminal device may refer collectively to one of several terminal devices, and the second terminal device may refer collectively to another of several terminal devices; the embodiments of this application will be described using only the first terminal device and the second terminal device as examples. Optionally, the second virtual object and the first virtual object controlled by the server do not have a friendship relationship and may belong to different factions, different parties, or different organizations.The second and third virtual objects controlled by the server do not have friendships and belong to different factions, different parties, or different organizations.
[0027] The terminal device 10 and the server 20 can communicate with each other via a network. This network may be a wired network or a wireless network.
[0028] Refer to Figure 2, which shows a schematic diagram of the information presented in the relevant technology.
[0029] In related technologies, the user is informed whether an AI virtual object is hostile or friendly based on its name, hit point bar, and other visual information (e.g., color, shape). As shown in sub-diagram a of Figure 2, the related technology distinguishes whether an enemy soldier is hostile or friendly by the color of the name located above the AI virtual object, or the color of the hit point bar 200, and does not have any indication information related to alertness. This method can only distinguish between friend and foe and cannot identify the complex states in which the enemy soldier himself is in, which may be because, of course, enemy soldiers do not have that many states, and there is only a distinction between combat and non-combat.
[0030] As shown in sub-diagram b of Figure 2, in the related technology, an exclamation mark 210 is added above the enemy soldier's head to indicate to the user that the enemy soldier is entering a combat state. The exclamation mark 210 is used solely as information to indicate the enemy soldier's state change, and disappears after the state change is complete. The exclamation mark effect that appears when the conditions are met indicates the enemy soldier's current state, and only has the ability to switch between states, without providing information about changes between states, so the user cannot know when the enemy soldier will change states.
[0031] Therefore, the content of the information presented in the above-mentioned related technologies is relatively simple and does not utilize human-machine interaction.
[0032] Referring to Figure 3, which shows a flowchart of a method for displaying presentation information provided by one embodiment of the present invention. The entity executing each step of the method may be a terminal device 10 in the implementation environment of the solution shown in Figure 1, for example, the entity executing each step may be a client terminal of the target application program described above. In the following embodiment of the method, for ease of description, only the fact that the entity executing each step is a "client terminal" will be mentioned and explained. The method may include at least one of the following steps (310-320).
[0033] Step 310: Display a virtual environment screen, which is a screen that observes the virtual environment from the perspective of a first virtual object, and the virtual environment includes a first virtual object and at least one second virtual object.
[0034] Virtual Environment: A virtual environment displayed (or provided) when the target application program is running on a terminal device. The virtual environment may be any one of a 2D virtual environment, a 2.5D virtual environment, or a 3D virtual environment. The virtual environment may be a simulated world relative to the real world, a semi-simulated, semi-fictional 3D world, or a purely fictional 3D world. The target application program optionally provides at least one type of virtual environment. For example, taking a game application program as an example, the virtual environment may be a virtual environment provided by a game match, and the user can control virtual objects to compete in the virtual environment. The virtual environment screen may be displayed on the display screen of the terminal device.
[0035] The embodiments of this application are not limited to the object types included in the virtual environment. The first virtual object (a virtual object controlled on the first client terminal by the first user account), the second virtual object (a virtual object controlled by the server, which may also be called an AI virtual object), and the third virtual object (a virtual object controlled on the second client terminal by the second user account) operate in the virtual environment.
[0036] Selectively, the first virtual object and the second virtual object are in an adversarial relationship, and in an adversarial relationship, the two virtual objects can attack each other. For example, if a game provides two factions and a competitive relationship exists between the two factions, and the first virtual object and the second virtual object belong to different factions, then it can be determined that the first virtual object and the second virtual object are in an adversarial relationship. The second virtual object may belong to a neutral faction, but if certain conditions are met (e.g., the first virtual object passes through the second virtual object, the first virtual object kills another virtual object, and the second virtual object is attacked by the first virtual object), the relationship between the second virtual object and the first virtual object is switched to an adversarial relationship, such as a monster or NPC ("no" n-player Character) placed in a virtual environment. The first virtual object and the second virtual object may also be in a team relationship, and the embodiments of the present application are not limited to this.
[0037] Selectively, the first virtual object or the third virtual object can attack the second virtual object, and the second virtual object can also attack the first virtual object or the third virtual object. Selectively, when the first user controls the first virtual object and approaches the second virtual object, the second virtual object may trigger a alert targeting the first virtual object, and the first virtual object can see the alert notification information of the second virtual object targeting the first virtual object. Selectively, when the second user controls the third virtual object and approaches the second virtual object, the second virtual object may trigger a alert targeting the third virtual object, and the third virtual object can also see the alert notification information of the second virtual object targeting the third virtual object.
[0038] The viewpoint of the first virtual object: This is the viewpoint from which the virtual environment is observed based on the first virtual object. The viewpoint of the first virtual object can be used to determine the field of view of the first virtual object, and the virtual environment within the field of view forms the virtual environment screen. In some embodiments, the viewpoint of the first virtual object is the first-person viewpoint of the first virtual object. For example, if a virtual imaging camera is placed on the head of the first virtual object, the head of the first virtual object can be considered the position of the virtual imaging camera (i.e., the starting point of the viewpoint), and the orientation of the head of the first virtual object can be considered the orientation of the virtual imaging camera. In this case, the viewpoint of the virtual imaging camera is considered the viewpoint of the first virtual object, and the virtual imaging camera is used to simulate human vision and observe the virtual environment.
[0039] In some embodiments, the viewpoint of the first virtual object may be the third-person viewpoint of the first virtual object. For example, if a virtual imaging camera is placed at a location other than the head of the first virtual object (e.g., behind the head, behind the back, etc.), the virtual imaging camera can photograph the head of the first virtual object, and the orientation of the head of the first virtual object is the orientation of the virtual imaging camera, in which case the viewpoint of the virtual imaging camera is considered to be the viewpoint of the first virtual object.
[0040] Selectable, the viewpoint of the first virtual object is a viewpoint that modifies based on the position of the first virtual object. Selectable, the orientation of the viewpoint of the first virtual object does not change with changes in the orientation of the first virtual object, but the position of the virtual imaging camera corresponding to the viewpoint of the first virtual object is always modified based on the position of the first virtual object. Selectable, the first virtual object is always displayed within the viewpoint of the first virtual object.
[0041] In some other embodiments, the viewpoint of the first virtual object is a viewpoint in the virtual environment that is not associated with the first virtual object. Exemplarily, the viewpoint of the first virtual object is the viewpoint of a virtual imaging camera at a specific position and orientation set by the target application program, and the position and orientation of the virtual imaging camera are never changed; that is, the viewpoint of the first virtual object is never changed.
[0042] In some embodiments, when the viewpoint of a first virtual object is a viewpoint associated with the first virtual object in the virtual environment, the client terminal rotates the viewpoint of the first virtual object in response to a user's first viewpoint rotation operation. Here, the first viewpoint rotation operation is an operation used to rotate the viewpoint of the first virtual object, and the operation type of the first viewpoint rotation operation includes, but is not limited to, operations such as clicking, sliding, and dragging. The operations in the embodiments of the present invention may be implemented by the display screen of the terminal device, or by external devices of the terminal device (e.g., mouse, keyboard, joystick, and handle, etc.), and the embodiments of the present invention are not limited to these.
[0043] In some embodiments, the screen obtained by observing the virtual environment from the viewpoint of a first virtual object is defined as the virtual environment screen. Optionally, if the viewpoint of the first virtual object is the viewpoint of a virtual imaging camera, the screen obtained by the virtual imaging camera is defined as the virtual environment screen. Optionally, if the viewpoint of the first virtual object is modified, the screen obtained by observing the virtual environment from the viewpoint of the first virtual object (i.e., the virtual environment screen) may also be modified.
[0044] In some embodiments, the virtual environment screen is a real-time screen obtained by capturing the virtual environment. For example, when a virtual object controlled by a user account moves within the virtual environment, this may result in the virtual environment containing the virtual object and traces of its activity. In this case, the virtual environment screen represents the real-time state of the virtual environment.
[0045] Step 320: On the virtual environment screen, the second virtual object displays warning information targeting the first virtual object. This warning information is used to indicate the warning state type and warning state progress of the second virtual object. The warning state progress is used to control switching between different warning state types. Different warning state types are used to indicate different responses of the second virtual object to the first virtual object.
[0046] Warning notification information refers to notification information used to indicate a warning state of a virtual object with respect to other virtual objects. A warning state means being in a state of alert, and a virtual object in a warning state generates alertness towards other virtual objects. In the embodiments of this application, the warning notification information is notification information used to indicate the warning state type and the progress of the warning state of the second virtual object. The embodiments of this application are not limited to the specific representation format of the warning notification information. Selectively, the warning notification information may be visualization information targeting the warning state, and for example, the warning notification information may be in the form of text, pictures, or numerical values, respectively, to indicate the warning state type and the progress of the warning state of the second virtual object. The progress of the warning state indicated in the warning notification information is the progress of the warning state type indicated in the warning notification information.
[0047] In some embodiments, the alert state in the embodiments of the present invention has correspondingly multiple alert state types, where an alert state type refers to a type of alert state, and the second virtual object in different alert state types (i.e., different types of alert states) has different attribute values, for example, the attribute value for the first alert state of the second virtual object is a, and the attribute value for the second alert state is b, and the type of the first alert state and the type of the second alert state are different. The present invention does not limit itself to specific types of alert states, nor does it limit itself to the attributes of the second virtual object.
[0048] For example, the attributes of a second virtual object include, but are not limited to, at least one of the following: movement speed, attack speed, attack value, defense value, vitality value, form of the second virtual object, magic value, hate value, movement range, and attack skills. For example, in the process of a second virtual object transitioning from a stationary state to a moving state, stationary and moving may be considered as two types of alert states. For example, in the process of a second virtual object's attack value increasing from 100 to 200, attack value 100 and attack value 200 may be considered as corresponding to two types of alert states. For example, in the process of a second virtual object's skills changing from skills 1 and 2 to skills 3 and 4, a second virtual object with skills 1 and 2 is considered to be in one type of alert state, and a second virtual object with skills 3 and 4 is considered to be in another type of alert state. The types of alert states (i.e., alert state types) that are selected may be pre-configured by the application program development team or by the user in the application program's configuration interface, and the embodiments of this application are not limited thereto.
[0049] In some embodiments, alert status progress is used to indicate the alert status progress of a second virtual object in a given alert status type, where alert status progress refers to the progress of the alert state, and the likelihood of switching from one alert status (i.e., alert status type) to another alert status at different alert status progress levels differs. For example, the higher the alert status progress of a given alert status type, the greater the likelihood of switching to another alert status type, and when the alert status progress reaches a threshold, the alert status type can be directly switched to another alert status type. In other words, alert status progress can indicate to the user whether the current alert status type will be switched to the next alert status type, thereby enabling the user to quickly acquire and understand changes in the alert status of the second virtual object (enemy soldier) based on alert status progress, allowing them to take appropriate action and improving the efficiency of information acquisition and human-machine interaction.
[0050] Since the second virtual object can switch between different types of alert states, the alert state progress is also an important indicator used to direct the switching of alert state types. In some embodiments, each type of alert state has corresponding conditions for strengthening and weakening the state progress. The client terminal can adjust the alert state progress by detecting whether it has met the conditions for strengthening or weakening the progress. For example, the alert state progress is strengthened when the conditions for strengthening progress are met, and weakened when the conditions for strengthening progress are not met or when the conditions for weakening progress are met. Selectively, the corresponding conditions for strengthening and weakening progress are different for each different type of alert state. In some embodiments, the server can determine the alert state of the second virtual object and the alert state progress based on operation data fed back by the client terminal. This operation data may refer to data generated by user operations.
[0051] For example, if the second virtual object is in an attack state (a type of alert state), and the first virtual object kills one virtual object controlled by the user, the progress of the first virtual object's attack state will increase. The progress of the attack state may be considered to reach its maximum (i.e., the alert state progress reaches its maximum) when the number of virtual objects killed by the first virtual object within a threshold time exceeds the kill threshold, and the client terminal needs to switch it to a ferocious state (another type of alert state). After the second virtual object's alert state is switched to a ferocious state, the attack power of the second virtual object increases. If the number of virtual objects killed by the second virtual object within a threshold time does not reach the threshold, the progress of the attack state is reduced (i.e., the alert state progress is reduced), and it switches to another alert state, such as a patrol state, until the progress of the attack state drops to 0.
[0052] Furthermore, for example, if the second virtual object is in a patrol state and does not detect the virtual object controlled by the user, the client terminal controls the second virtual object to remain in the patrol state indefinitely, and the progress of the patrol state does not change. If the virtual object controlled by the user is detected, the client terminal controls the progress of the second virtual object's patrol state to increase, and converts it to an attack state until the progress of the patrol state reaches its maximum.
[0053] In some embodiments, the client terminal displays warning information for a second virtual object that is within the field of view of the first virtual object. That is, when the second virtual object is within the field of view of the first virtual object, the client terminal displays warning information for the second virtual object. Here, the field of view of the first virtual object corresponds to the viewpoint of the first virtual object, and the field of view of the first virtual object can be determined, for example, based on the position and orientation of the viewpoint of the first virtual object. If a virtual imaging camera is installed, the field of view of the first virtual object may be considered to be within the shooting range of the virtual imaging camera.
[0054] As shown in sub-drawing a of Figure 4, in Figure 4, 410 is considered a first virtual object, and of course, in Figure 4, 410 may also be considered a virtual imaging camera. The field of view of the first virtual object 410 may be considered the shooting range of the virtual imaging camera (an acute-angled region consisting of rays 401 and 402). When the second virtual object 400 is located within the field of view of the first virtual object 410, the client terminal displays warning information for the second virtual object 400. In some other embodiments, as shown in sub-drawing b of Figure 4, the second virtual object 420 is still within the field of view of the first virtual object 430, but due to the obstruction 440, the first virtual object 430 cannot directly see the second virtual object 420, that is, the client terminal cannot directly display the second virtual object 420 within the field of view of the first virtual object 430. In such cases, the client terminal does not directly display the second virtual object, but may directly display warning information for the second virtual object. The option of not directly displaying the second virtual object may be implemented by displaying the outline of the second virtual object, displaying points of the second virtual object (e.g., highlighting them with circular points), displaying the orientation of the second virtual object, etc., and the embodiments of the present application are not limited to these.
[0055] In some embodiments, the alert information includes type information used to indicate the alert status type of the second virtual object, and progress information used to indicate the alert status progress of the second virtual object. Here, type information refers to information corresponding to the alert status type, and type information may be displayed in the form of text, numbers, and icons. Progress information refers to information corresponding to the alert status progress, and progress information may be displayed in the form of text, numbers, and icons, but the embodiments of the present application are not limited thereto. By distinguishing and indicating the alert status type and alert status progress with type information and progress information, the alert status information is displayed in a more intuitive and regular manner, contributing to the user's ability to quickly obtain the alert status type and alert status progress, and further improving the efficiency of information acquisition.
[0056] Selectively, each alert status type corresponds to a single status identifier, and after the client terminal determines the alert status type of the second virtual object, it determines the status identifier corresponding to that alert status type and displays it on the virtual environment screen. Selectively, different alert status types correspond to different status identifiers, and the alert status progress can be indicated using, for example, a progress bar (which may be a continuous progress bar or discrete progress points). The embodiments of this application are not limited to the style of the status identifier.
[0057] Exemplary, as shown in Figure 5, alert information is displayed above the second virtual object, and this alert information includes a state identifier corresponding to the alert state type (corresponding to the type information) and a progress identifier corresponding to the alert state progress (corresponding to the progress information, not shown in Figure 5). As shown in sub-drawing a of Figure 5, when the second virtual object is in a non-combat state, the client terminal displays only the shield and the grade on the shield (i.e., the state identifier corresponding to the non-combat state), and in this case, the shield and the grade on the shield 501 are considered to be the type information corresponding to the non-combat state. As shown in sub-drawing b of Figure 5, when the second virtual object is in an alert-sensing state, the client terminal displays the shield and the exclamation mark on the shield (i.e., the state identifier corresponding to the alert-sensing state), and in this case, the shield and the exclamation mark on the shield 502 are considered to be the type information corresponding to the alert-sensing state. As shown in sub-diagram c of Figure 5, when the second virtual object is in a state of alert search, the client terminal displays a shield and a question mark in the shield (i.e., a state identifier corresponding to the state of alert search), and at this time, the shield and the question mark 503 in the shield are considered to be type presentation information corresponding to the state of alert search.
[0058] Selectively, regardless of sub-drawings a, b, and c in Figure 5, the shields in them can all be considered as a single progress bar (i.e., progress identifier) and can indicate the alert status progress of the second virtual object as progress indication information. As shown in Figure 6, alert indication information 601, 602, and 603 include not only type indication information (shield + exclamation mark, or a single exclamation mark) but also progress indication information (a progress bar in the form of a shield). As is readily apparent, the alert status progress indicated in alert indication information 601, 602, and 603 are different.
[0059] In some embodiments, type information includes alert status icons, where different alert status icons correspond to different alert status types, and progress information includes progress bars superimposed on the alert status icons, which can be used to indicate the alert status progress corresponding to the alert status type corresponding to the alert status icon. By displaying the progress bar used to indicate the alert status progress and the alert status icons used to indicate the alert status type in this way, the area occupied by the alert information on the user interface can be effectively reduced, which is advantageous in improving the utilization rate of the user interface and ensuring the simplicity of the user interface.
[0060] For example, as shown in sub-drawing a of Figure 5, the shield and grade 501 on the shield may be considered an alert status icon corresponding to a non-combat state. As shown in sub-drawing b of Figure 5, the shield and the exclamation mark 502 on the shield may be considered an alert status icon corresponding to an alert detection state. As shown in sub-drawing c of Figure 5, the shield and the question mark 503 on the shield may be considered an alert status icon corresponding to an alert search state. As shown in Figure 6, the progress information is a progress bar superimposed on the alert status icon. Selectable, the progress information is a progress bar superimposed on the alert status icon-shield. Selectable, the alert status icons corresponding to various alert status types are different, and the present application does not limit the specific style of the alert status icon.
[0061] In some embodiments, the different alert state types include at least two: a non-combat state, which refers to a state in which no abnormalities in the surrounding environment are detected; an alert-sensing state, which refers to a state in which abnormalities in the surrounding environment are detected but the cause of the abnormality has not been determined; an enhanced alert state, which refers to a state in which abnormalities in the surrounding environment are detected and the cause of the abnormality has been determined; an alert transition state, which refers to a state in which abnormalities in the surrounding environment are detected and a decision is made to switch to a combat state based on the determined cause of the abnormality; and an alert-search state, which refers to a state in which abnormalities in the surrounding environment are detected and the cause of the abnormality is being investigated. Dividing the alert state into multiple different alert state types in this way enriches the representation of virtual objects, and at the same time, allows users to obtain more accurate alert states, which is advantageous in improving the user's game experience. In addition, users need to take different actions depending on the different alert state types, which improves the strategic aspect of the game.
[0062] Here, sensing an anomaly in the surrounding environment refers to the process of detecting whether or not an abnormal event occurs within the sensing range, and the abnormal event includes at least one of the following: the passage of a hostile virtual object, the killing, attack, or combat of other virtual objects, and the appearance of multiple virtual objects. The abnormal event (or the virtual object that causes the abnormal event) may be the cause of the anomaly, and the sensing range is a range determined based on virtual objects, which may be set and adjusted by the designer of the application program based on actual usage needs, and the embodiments of the present application are not limited thereto.
[0063] In the alert state, the second virtual object can sense an anomaly in its surroundings, but it does not sense the specific cause of the anomaly (i.e., the cause of the anomaly). This triggers the second virtual object to take actions such as searching (i.e., the process of searching for the cause of the anomaly). In this state, the alert state does not affect the actions of the first virtual object; that is, the first virtual object can function normally, for example, by continuing to stab the second virtual object. Optionally, the alert state may be rolled back, and if the second virtual object in the alert state is unable to find the cause of the anomaly, the second virtual object may return to a non-combat state.
[0064] When the second virtual object in the heightened alert state has already discovered the cause of the anomaly and can locate the cause of the anomaly (usually the first virtual object), the second virtual object's rage value increases, and it is triggered to take actions such as attacks. At this time, the alert state type affects many of the first virtual object's actions, meaning that some of the first virtual object's movements are restricted, for example, it may no longer be able to continuously stab and kill the second virtual object. Selectively, the heightened alert state cannot be rolled back, and the alert state must be dispelled by methods such as increasing the distance between the second virtual object and the first virtual object, moving out of the first virtual object's line of sight, or waiting for a certain amount of time. In other words, only the second virtual object can be removed from the alert state, and it cannot be returned to the alert detection state.
[0065] When the second virtual object is in a state of alert transition, it is changed from an alert state to a combat state. At this time, the second virtual object has already sensed an anomaly in the surrounding environment, completed the entire process of determining the cause of the anomaly, and can modify its actions based on the sensing results. As a result, it enters a combat state, and at this time the second virtual object decides to attack the first virtual object. That is, at this time the first virtual object's actions become subject to attack by the second virtual object, realizing the transition from an alert state to a combat state, and the combat state does not belong to the alert state.
[0066] In the alert search state, the second virtual object detects an anomaly in the surrounding environment but has not found the cause of the anomaly. The second virtual object enters the alert search state after the alert detection state, and begins searching for the cause of the anomaly in the surrounding environment. After the search is completed, it can switch to the corresponding state. If it is searching for the corresponding cause, it switches to the combat state; if it is not searching, it switches to the non-combat state.
[0067] For example, if a second virtual object detects gunshots or footsteps within its detection range, it is considered to have detected an anomaly nearby. The second virtual object may go to the point where the anomaly occurred and investigate based on server control, but it does not necessarily find the cause of the anomaly at that point. If the first virtual object approaches the second virtual object but employs stealth or other tools, the second virtual object may not be able to detect the first virtual object. In other words, it is considered that the second virtual object has detected an anomaly but has not determined the specific cause of the anomaly, and at this point, the second virtual object rolls back from alert detection to a non-combat state. If the second virtual object detects an anomaly in its surrounding environment and continues to search for the cause of the anomaly, it is considered to be in an alert search state. When the second virtual object discovers the first virtual object, it is considered that the second virtual object has determined the cause of the anomaly, and in that case, the second virtual object switches to an enhanced alert state. Furthermore, when the second virtual object decides to switch to combat mode based on the cause of the anomaly, the second virtual object is considered to enter an alert state.
[0068] For example, as shown in sub-diagram a of Figure 5, the type information indicates that the second virtual object is in a non-combat state. As shown in sub-diagram b of Figure 5, the type information indicates that the second virtual object is in an alert detection state. As shown in sub-diagram c of Figure 5, the type information indicates that the second virtual object is in an alert search state. As shown in sub-diagram a of Figure 6, the type information indicates that the second virtual object is in a non-combat state. As shown in sub-diagram b of Figure 6, the type information indicates that the second virtual object is in an alert detection state. As shown in sub-diagram c of Figure 6, the type information indicates that the second virtual object is in an alert enhancement state. As shown in sub-diagram d of Figure 6, the type information indicates that the second virtual object is in an alert transition state. Selectably, here the alert detection state, alert enhancement state, and alert transition state are all represented by shields and exclamation marks, but in different colors. For example, a white progress bar and white shield represent the alert detection state, a yellow progress bar and yellow shield represent the alert enhancement state, and a red progress bar and red shield represent the alert transition state. The alert state type can be switched by accumulating or rolling back the progress of each type of alert state as selectable.
[0069] As shown in Figure 7, even if the second virtual object 700 is obscured by another virtual object (wall), the system will still display the warning information 701 for the second virtual object 700 as long as the second virtual object 700 remains within the line of sight of the first virtual object (shooting angle of the virtual imaging camera). Of course, the outline of the second virtual object 700 can also be displayed at this time to prompt the first virtual object.
[0070] In some embodiments, the quantity of warning information for a second virtual object that can be displayed on the virtual environment screen, and the detection distance for the second virtual object, can be determined based on the first virtual object. Here, the detection distance is used to indicate the detection range, which can serve as a criterion for determining whether the first virtual object is within the detection range of the second virtual object. For example, if the detection range is a circular area, the radius of the circular area may be the detection distance. The larger the detection distance, the faster the warning information is displayed.
[0071] For example, based on the game level of the first virtual object, the amount of warning information for the second virtual object that can be displayed on the virtual environment screen, and the detection distance for the second virtual object can be determined.
[0072] The game level of the first virtual object can be optionally determined based on the historical game information of the user account in which the first virtual object resides, or the game level of the first virtual object can be determined based on the historical score of the user account controlling the first virtual object, and the embodiments of the present application are not limited thereto. Optionally, for first virtual objects of different game levels, the amount of warning information for the second virtual object that can be displayed on the virtual environment screen and the detection distance to the second virtual object can be different.
[0073] For example, when the first virtual object's game level is relatively low, the amount of warning information displayed on the virtual environment screen for the second virtual object is relatively large, and the detection distance to the second virtual object is relatively far. In other words, when the user is a low-level player, by presenting the user with more second virtual objects and allowing the user to detect second virtual objects at a greater distance, the first virtual object can detect the second virtual object in advance and in all directions, thereby enhancing the game experience for low-level players.
[0074] In several other embodiments, the actual operational level of the first virtual object can be determined in real time based on the game representation of the first virtual object in the current game. Optionally, the amount of warning information for the second virtual object that can be displayed on the virtual environment screen, and the sensing distance to the second virtual object, can be determined based on the actual operational level corresponding to the first virtual object. This takes into account that when the user controlling the first virtual object is not a regular user of the user account, there may be a very large difference in the skill levels of the players in the game, which can lead to a poor user experience. Determining the actual operational level of the first virtual object in real time based on the game representation of the first virtual object in the current game allows for real-time understanding of the first virtual object's operational level and real-time adjustment of the display rules for warning information. For high-level players, this is advantageous because they have relatively good judgment and perception, and do not need to provide many warnings, i.e., do not need to display a lot of warning information, thus reducing data transmission overhead, data processing overhead, and data display overhead.
[0075] The technical solution provided by the embodiment of the present application displays warning information targeting the first virtual object of a second virtual object (e.g., an AI virtual object) on a virtual environment screen, allowing the user to quickly acquire and understand the warning state type and the progress of the warning state of the second virtual object as indicated by the warning information, thereby improving the amount and efficiency of information acquisition. The user can also know in advance whether the second virtual object will switch to another warning state type based on the progress of the warning state, thereby enabling the user to quickly acquire and understand the state change status of the virtual object, adaptively take preventive measures in advance, and further enhance the efficiency of human-machine interaction.
[0076] Referring to Figure 8, which shows a flowchart of a method for displaying presentation information provided by another embodiment of the present invention. The entity executing each step of the method may be a terminal device 10 in the implementation environment of the solution shown in Figure 1, for example, the entity executing each step may be a client terminal of the target application program described above. In the following embodiment of the method, for the sake of ease of description, only the fact that the entity executing each step is a "client terminal" will be mentioned and explained. The method may include at least one of the following steps (810-820).
[0077] Step 810: Display the virtual environment screen, which is a screen that observes the virtual environment from the perspective of the first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object.
[0078] Step 810 is the same as the introduction of Step 310 in the above embodiment, and for matters not described in the embodiment of this application, you can refer to the above embodiment and will not be described in detail again here.
[0079] Step 820: First presentation information is displayed around the first virtual object, and this first presentation information is used to indicate relevant information of the second virtual object within the sensing range of the first virtual object, the sensing range being a range determined with respect to the virtual object.
[0080] In some embodiments, the periphery of the first virtual object in step 820 may be considered as a single region associated with the first virtual object. Optionally, this region is a circular region centered on the first virtual object. Optionally, this region is a single region in front of the first virtual object. Optionally, this region is a single region above the first virtual object. The embodiments of the present application are not limited to which specific regions the periphery of the first virtual object includes.
[0081] In some embodiments, the sensing range of the first virtual object may be considered to be the field of view of the first virtual object, or it may be considered to be a circular area centered on the first virtual object. Considering that the sensing range of the first virtual object may include not only visual sensing but also auditory sensing, etc., the sensing range of the first virtual object may therefore be determined based on the parameters of the first virtual object itself. The sensing range of the first virtual object can be selected to be determined based on the visual parameters and auditory parameters of the first virtual object. Of course, the sensing range of the first virtual object may be customized and set by the user controlling the first virtual object, or it may be set by the application program development members. The user controlling the first virtual object can reduce the sensing range when they want to increase the difficulty of the game, and increase the sensing range when they want to decrease the difficulty of the game. The embodiments of this application are not limited to the sensing range.
[0082] In some embodiments, the first presentation information and the above-mentioned alert presentation information are different presentation information. Selectively, the first presentation information is used to indicate relevant information of a second virtual object within the sensing range of a first virtual object. In some embodiments, the relevant information of the second virtual object includes at least one of the orientation of the second virtual object relative to the first virtual object, the alert state type of the second virtual object, the progress of the alert state of the second virtual object, and the distance of the second virtual object relative to the first virtual object.
[0083] In some embodiments, the method of indicating the alert status type and alert status progress of the second virtual object in the first presentation information differs from the method of indicating the alert status type and alert status progress of the second virtual object in the above-mentioned alert presentation information. Selectively, the identifier for the alert status type differs, and the method of displaying the alert status progress differs. The display method of the first presentation information and the display method of the alert presentation information differ, but the first presentation information may refer to the discussion of the alert status type and alert status progress in the above-mentioned embodiments, where only the display type differs, and the display object is the same. The alert status type and alert status progress of the second virtual object indicated in the above-mentioned alert presentation information correspond one-to-one with the alert status type and alert status progress of the second virtual object indicated in the first presentation information here.
[0084] In some embodiments, the orientation of the second virtual object relative to the first virtual object can be determined based on the position of the second virtual object and the position of the first virtual object. Optionally, the server determines the orientation of the second virtual object relative to the first virtual object based on the received position of the second virtual object and the position of the first virtual object, and transmits the orientation of the second virtual object relative to the first virtual object to the client terminal for display by the client terminal.
[0085] In some embodiments, the distance of the second virtual object to the first virtual object can be determined based on the position of the second virtual object and the position of the first virtual object. Optionally, the server determines the distance of the second virtual object to the first virtual object based on the received position of the second virtual object and the position of the first virtual object, and transmits this distance to the client terminal for display by the client terminal.
[0086] When the distance of a second virtual object to a first virtual object is indicated by first presentation information, there are at least two indication methods. One method directly displays the distance as a quantified numerical value in the first presentation information. Another method characterizes the distance of the second virtual object to the first virtual object based on the display position or size of the first presentation information. When the distance of the second virtual object to the first virtual object is relatively large, the distance of the first presentation information from the first virtual object is relatively far, and when the distance of the second virtual object to the first virtual object is relatively small, the distance of the first presentation information from the first virtual object is relatively close. When the distance of the second virtual object to the first virtual object is relatively large, the font or identifier of the display of the first presentation information is relatively small, and when the distance of the second virtual object to the first virtual object is relatively small, the font or identifier of the display of the first presentation information is relatively large.
[0087] In some embodiments, the first presentation information includes a graphical presentation element corresponding to each second virtual object within the sensing range of the first virtual object, wherein the direction indicated by the graphical presentation element can be used to indicate the orientation of the second virtual object relative to the first virtual object, the color of the graphical presentation element can be used to indicate the alert state type of the second virtual object, and the length of the graphical presentation element can be used to indicate the progress of the alert state of the second virtual object.
[0088] Exemplary, the graphical presentation elements described above are arc-shaped presentation elements. For example, as shown in Figure 9, each graphical presentation element 901 represents first presentation information of a first virtual object, and the graphical presentation element 901 is an arc-shaped presentation element. Selectively, the direction pointed to by the graphical presentation element 901 is used to indicate the orientation of the second virtual object relative to the first virtual object, the color of the graphical presentation element 901 is used to indicate the alert state type of the second virtual object, and the length of the graphical presentation element 901 is used to indicate the alert state progression of the second virtual object. Furthermore, as shown in Figure 10, for example, it shows how to determine the orientation of the second virtual object 1002 relative to the first virtual object 1001. Based on the direction that the first virtual object 1001 faces, the relative angle (i.e., position angle) between the second virtual object 1002 and the first virtual object 1001 is determined, and this angle can be the orientation of the second virtual object 1002 relative to the first virtual object 1001. In some embodiments, dynamic angle changes of +180 degrees and -180 degrees in the initial zero-point direction of the plane can be calculated based on the positional angle between the second virtual object 1002 and the first virtual object 1001, and the first presentation information can be presented based on the angle.
[0089] In some other embodiments, the graphical presentation element 901 shown in Figure 9 further includes the distance of the second virtual object to the first virtual object, expressed, for example, in numerical form. In some other embodiments, different graphical presentation elements 901 shown in Figure 9 can be displayed at different positions based on the distance of the second virtual object to the first virtual object. When the distance of the second virtual object to the first virtual object is relatively large, the graphical presentation element 901 is relatively far from the first virtual object, and when the distance of the second virtual object to the first virtual object is relatively small, the graphical presentation element 901 is relatively close to the first virtual object. When the distance of the second virtual object to the first virtual object is relatively large, the size of the graphical presentation element 901 is relatively small, and when the distance of the second virtual object to the first virtual object is relatively small, the size of the graphical presentation element 901 is relatively large.
[0090] In some embodiments, different alert state types correspond to different graphical presentation elements, which, as shown in Figure 11, indicate different first presentation information. As shown in sub-drawing a of Figure 11, the first presentation information 1101 shown therein can be used to indicate that the second virtual object is in an alert-sensing state. As shown in sub-drawing b of Figure 11, the first presentation information 1102 shown therein can be used to indicate that the second virtual object is in an alert-enhanced state. As shown in sub-drawing c of Figure 11, the first presentation information 1103 shown therein can be used to indicate that the second virtual object is in an alert-transition state. Selectively, the graphical presentation elements change in accordance with the change in alert state progression. For example, sub-drawings a, b, c, and d of Figure 12 show that the first virtual object rolls back from an alert-sensing state to a non-alert state, and the graphical presentation element 1201 corresponding to the alert-sensing state changes in accordance with the change in alert state progression corresponding to the alert-sensing state, and is eventually changed to the graphical presentation element 1202 corresponding to the non-alert state.
[0091] The technical solution provided by the embodiment of the present application can assist a user controlling a first virtual object in quickly sensing a second virtual object by providing first presentation information displayed around the first virtual object. Furthermore, based on the first presentation information, the user can learn the orientation of the second virtual object relative to the first virtual object, the alert state type of the second virtual object, and the progress of the alert state of the second virtual object. This allows the user to obtain relatively rich information from the presentation information, which is advantageous in improving the efficiency of human-machine interaction. Moreover, by employing graphical presentation elements to present the first presentation information, the user's sensing speed can be increased, thereby improving the user's reaction speed and further enhancing the user's gaming experience.
[0092] Referring to Figure 13, which shows a flowchart of a method for displaying presentation information provided by another embodiment of the present invention. The entity executing each step of the method may be a terminal device 10 in the implementation environment of the solution shown in Figure 1, for example, the entity executing each step may be a client terminal of the target application program described above. In the following embodiment of the method, for the sake of ease of description, only the fact that the entity executing each step is a "client terminal" will be mentioned and explained. The method may include at least one of the following steps (1310 to 1320).
[0093] Step 1310: Display the virtual environment screen, which is a screen that observes the virtual environment from the perspective of the first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object.
[0094] Step 1310 is the same as the introduction of Step 310 in the above embodiment, and for matters not described in the embodiment of this application, you can refer to the above embodiment and will not be described in detail again here.
[0095] Selectively, if the second virtual object is within the field of view of the first virtual object, warning information will be displayed around the second virtual object.
[0096] The periphery of the second virtual object may be considered as a single region associated with the second virtual object. Optionally, this region is a circular region centered on the second virtual object. Optionally, this region is a single region in front of the second virtual object. Optionally, this region is a single region above the second virtual object. The embodiments of this application are not limited to which specific regions the periphery of the second virtual object includes.
[0097] The warning information refers to warning information for the first virtual object of the second virtual object, and is used to indicate the type of warning state and the progress of the warning state for the first virtual object of the second virtual object.
[0098] Step 1320: When the second virtual object is outside the field of view of the first virtual object, the second presentation information is displayed on the virtual environment screen, and the second presentation information is used to indicate at least one of the orientation, distance, alert status type, and alert status progression of the second virtual object that is outside the field of view of the first virtual object.
[0099] The second presentation information may be presentation information determined based on the above warning presentation information, and it does not need to be displayed around the second virtual object; it may be understood as warning presentation information for the second virtual object outside the viewpoint range of the first virtual object.
[0100] In some embodiments, the second presentation information is different from the warning presentation information and the first presentation information. Optionally, the second presentation information can be used to indicate the orientation, distance, warning status type, and warning status progression of a second virtual object that is outside the field of view of the first virtual object.
[0101] The direction may refer to the direction of the second virtual object relative to the first virtual object, the distance may refer to the distance of the second virtual object relative to the first virtual object, the alert state type may refer to the alert state type that applies to the first virtual object of the second virtual object, and the alert state progress may refer to the alert state progress that applies to the first virtual object of the second virtual object.
[0102] Selectively, as shown in Figure 4, the second virtual object 420 is not directly visible from the first virtual object 430, in which case it can be determined that the second virtual object 420 is outside the field of view of the first virtual object 430, and the client terminal displays second presentation information for the second virtual object 420. In some other embodiments, when the second virtual object is located outside the field of view of the first virtual object (i.e., outside the acute-angled sector region consisting of the lines of fire 401 and 402), the client terminal displays second presentation information on the virtual environment screen, which can be used to indicate at least one of the bearing, distance, alert status type, and alert status progression of the second virtual object that is outside the field of view of the first virtual object.
[0103] In some embodiments, the second presentation information is not limited to a specific method for indicating the orientation, distance, alert status type, and alert status progression of a second virtual object that is outside the field of view of the first virtual object. Selectively, numbers may be used to represent the distance between the second virtual object and the first virtual object, and arrows may be used to represent the orientation of the second virtual object relative to the first virtual object. Different alert status types may be represented by different identifiers, and different alert status progressions by different color progressions. For example, as shown in Figure 14, the second presentation information 1400 is used to indicate the orientation, distance, alert status type, and alert status progression of a second virtual object that is outside the field of view of the first virtual object (e.g., underwater). The embodiments of this application are also not limited to the display position of the second presentation information. In some embodiments, the second presentation information is displayed at the edge of the virtual environment screen when the second virtual object is outside the field of view of the first virtual object. The second presentation information may also be displayed on the connecting line between the positions of the first and second virtual objects.
[0104] In some embodiments, when the first virtual object leaves the detection range of the second virtual object, the alert status type and alert status progression of the second virtual object are continuously updated, and in that case, embodiments of the present application may further include the provision that, within a first period after the first virtual object has left the detection range of the second virtual object, if the third virtual object enters the detection range of the second virtual object at a first time, the alert notification information of the second virtual object targeting the third virtual object is continuously updated starting from the alert status type and alert status progression at the first time.
[0105] Optionally, a hostile relationship exists between the third virtual object and the first virtual object. The first time period may be set and adjusted based on actual usage needs, and the first point in time is used to indicate the point in time when the third virtual object enters the detection range of the second virtual object. After the above conditions are met, the third virtual object can inherit the warning information from the second virtual object targeting the first virtual object.
[0106] For example, if the first virtual object moves out of the detection range of the second virtual object, when the first virtual object is the sole cause of a change in the alert state of the second virtual object, the alert state type and alert state progress of the second virtual object are continuously updated; that is, the second virtual object does not directly exit the alert state but has one rollback process to exit the alert state. For example, the alert state progress of the second virtual object will roll back, and whether or not it rolls back to the next alert state type can be determined by detecting whether there are other causes causing the second virtual object to become alert within a threshold time. If there are none, after the threshold time is met, the alert state progress of the second virtual object is controlled to continue rolling back, rolling back to a non-combat state and stopping. Selectively, during the process of the alert status progress and alert status type being rolled back, if there is a third virtual object that enters the detection range of the second virtual object, the second virtual object is controlled to stop the rollback of the alert status progress, and the third virtual object inherits the alert notification information of the second virtual object targeting the first virtual object by determining the alert status type and alert status progress of the second virtual object again based on the alert status type and alert status progress of the second virtual object at the time the third virtual object enters the detection range of the second virtual object.
[0107] In some embodiments, when the conditions for the first virtual object to leave the second virtual object's alert status are met, the alert status type and alert status progress of the second virtual object are continuously updated, and within the first period after the first virtual object has left the second virtual object's alert status, if a third virtual object that is hostile to the second virtual object enters the detection range of the second virtual object at a first time, the alert notification information of the second virtual object targeting the third virtual object is controlled to be continuously updated, starting from the alert status type and alert status progress at the first time.
[0108] Selectively, the conditions for the second virtual object to deactivate from alertness include, but are not limited to, at least one of the following: the first virtual object is not within the line of sight of the second virtual object; the distance between the first and second virtual objects is greater than a threshold; the first virtual object dies; and the first virtual object uses a tool (e.g., a stealth tool). When the conditions for the first virtual object to deactivate from alertness of the second virtual object are met, the first virtual object is no longer a cause of alertness for the second virtual object, and at this point, the alert state type of the second virtual object rolls back, returning to a non-combat state if there are no other causes of alertness during the rollback process. If other causes of alertness arise during the rollback process, the alert state type and alert progress of the second virtual object are recalculated starting from the point in time when the other causes of alertness arise.
[0109] In some embodiments, the sensing range of the second virtual object may be set by the user account corresponding to the first virtual object, or it may be designed by the application program development team. The embodiments of this application are not limited to the ability of the user to optionally modify the sensing range of the second virtual object, which may be changed in real time during a game or in advance outside of a game.
[0110] In the embodiment of the present invention, the inheritance of the alert state of the second virtual object (also referred to as enemy soldier inheritance) is realized. Enemy soldier inheritance can enhance the user's experience in the virtual environment; that is, even though this enemy soldier is clearly alerted by another player (third virtual object), if the current user (first virtual object) happens to pass by, this enemy soldier will attack the first virtual object, potentially enhancing the sense of dynamism in the virtual environment.
[0111] Furthermore, when the second virtual object is located outside the field of view of the first virtual object, displaying the second presentation information indicates the orientation, distance, alert status type, and alert status progression of the second virtual object. This is advantageous in enriching the content and format of the presentation information, thereby enhancing human-machine interaction.
[0112] The following describes, from the perspective of the server, the technical solutions provided by the embodiments of this application in an illustrative manner.
[0113] Referring to Figure 15, which shows a flowchart of a method for displaying presentation information provided by another embodiment of the present invention. The entity executing each step of the method may be the server 20 in the implementation environment of the solution shown in Figure 1, for example, the entity executing each step may be the server of the target application program described above. In the following embodiment of the method, for the sake of ease of description, only the fact that the entity executing each step is a "server" will be mentioned and explained. The method may include at least one of the following steps (1510-1520).
[0114] Step 1510: Based on the operation data reported by at least one client terminal, state data for at least one second virtual object is determined, which is used to characterize the alert state of the second virtual object, and the state data includes the alert state type and the alert state progress of the second virtual object.
[0115] In some embodiments, the server receives operation data reported by at least one client terminal, determines environmental data corresponding to the sensing range of the second virtual object, matches the environmental data with a state rule library corresponding to the second virtual object, the state rule library records state achievement conditions and state progress change conditions corresponding to at least one type of alert state, and determines the target alert state type as the alert state type of the second virtual object if the environmental data satisfies the state achievement conditions corresponding to the target alert state type in the state rule library, determines the alert state progress of the second virtual object based on the environmental data and the state progress change conditions corresponding to the target alert state type, and determines the state data of the second virtual object based on the alert state type and the alert state progress of the second virtual object.
[0116] Here, state data may refer to data used to describe the state of a virtual object, and in the embodiments of the present application, state data may refer to data used to describe the alert state of a second virtual object, for example, the state data may include data used to describe the alert state type and the alert state progress of the second virtual object (i.e., data used to describe the above-mentioned alert notification information).
[0117] The operation data may refer to data generated by user operations. In some embodiments, the operation data may include operations performed by the user, the location of the virtual object controlled by the user, and the orientation of the virtual object. Optionally, each client terminal corresponding to the virtual environment is required to report operation data to the server. Optionally, the server determines environmental data corresponding to the sensing range of the second virtual object based on the operation data and the sensing range of each second virtual object.
[0118] Environmental data refers to data used to describe a virtual environment. For example, environmental data corresponding to the detection range of a second virtual object is used to describe the virtual environment within the detection range of the second virtual object. Optionally, the environmental data may include a set of data used to describe whether other virtual objects exist, their locations, whether they produce abnormal sounds, etc. The environmental data is matched with a state rule library corresponding to the second virtual object, where state achievement conditions and state progress change conditions are recorded for at least one type of alert state. State achievement conditions refer to the conditions for changing to a certain type of alert state, and state progress change conditions refer to the conditions that cause a change in the type of alert state. For example, the condition for the second virtual object to enter an alert detection state is that at least one other virtual object exists within the detection range of the second virtual object. If the server determines, based on environmental data, that at least one other virtual object is within the detection range of the second virtual object, the server determines the alert state type of the second virtual object as an alert detection state, determines the alert state progress of the second virtual object based on the environmental data and the state progress change conditions corresponding to the target alert state (for example, controlling and increasing the alert state progress in response based on the time the other virtual object stays within the detection range of the second virtual object), and determines the state data of the second virtual object based on the alert state type of the second virtual object and the alert state progress of the second virtual object. The target alert state type may refer to any alert state type corresponding to an alert state.
[0119] In some embodiments, the alert state is managed by the lowest level of the enemy soldier AI state, for example, by obtaining a numerical value through the AI's action tree. In some embodiments, different actions of a user-controlled virtual object may result in the enemy soldier (second virtual object) having different alert values, which trigger the execution of a corresponding response from the enemy soldier's response library, also referred to as one of the state management mechanisms at the lowest level of the second virtual object. This state management mechanism includes a library of various conditions and corresponding response mechanisms that the enemy soldier may have after entering alert mode, and together with various types of causes (e.g., actions of the first virtual object), it controls the enemy soldier to perform various actions such as alert, combat, ignore, and patrol.
[0120] Step 1520: The status data of the second virtual object is transmitted to the first client terminal where the first virtual object is located. The status data is used to display warning information for the second virtual object on the virtual environment screen displayed on the first client terminal. Here, the first and second virtual objects are in a hostile relationship. The warning information is used to indicate the warning state type and warning state progress of the second virtual object. The warning state progress is used to control switching between different warning state types.
[0121] The first client terminal displays and updates alert information for the second virtual object in the virtual environment based on state data, and controls the actions of the second virtual object targeting the first virtual object based on state data, and performs corresponding response actions. Selectively, different alert state types are used to instruct different responses of the second virtual object to the first virtual object.
[0122] In some embodiments, when the first virtual object moves out of the detection range of the second virtual object, the server continuously updates the alert status type and alert status progress of the second virtual object, and within the first period after the second virtual object moves out of the detection range of the second virtual object, if a third virtual object that is hostile to the second virtual object enters the detection range of the second virtual object at a first time, the server controls the second virtual object to continuously update the alert notification information targeting the third virtual object, starting from the alert status type and alert status progress at the first time.
[0123] For details not described in the embodiments of this application, please refer to the above embodiments (for example, the above-mentioned embodiment on the terminal side), and will not be described in detail again here.
[0124] Referring to Figure 16, which shows a block diagram of a method for determining the alert status type provided in one embodiment of the present invention. The entity executing each step of the method may be a terminal device 10 in the implementation environment of the solution shown in Figure 1, or a server 20 in the implementation environment of the solution shown in Figure 1, for example, the entity executing each step may be a client terminal of the target application program or a background server. In the following embodiment of the method, for the sake of simplicity of description, only the fact that the entity executing each step is a "computer device" will be mentioned and explained.
[0125] In some embodiments, as shown in block diagram 1600 of Figure 16, it is first determined whether there is an abnormal event that would cause the enemy soldier to become alert. If there is, the enemy soldier is controlled to enter an alert-sensing state, and the alert state progress corresponding to the alert-sensing state begins to increase. If there is no such event, the enemy soldier is controlled to enter a non-combat state. After the enemy soldier enters an alert-sensing state, it is determined whether the enemy soldier can discover the cause of the alert within a limited time. If it can discover it, the enemy soldier is controlled to enter an enhanced alert state. If it cannot discover it, the alert state progress is rolled back and controlled to roll back to a non-combat state and stop. After the enemy soldier enters an enhanced alert state, the alert state progress corresponding to the enhanced alert state begins to increase, and it is determined whether the star player (e.g., the first virtual object above) can meet the conditions for leaving alert within a limited time. If it can, the enemy soldier is controlled to switch states and enter a combat state. If it cannot, the enemy soldier is controlled to enter an alert-searching state. Here, the conditions that trigger alerting include hearing footsteps in the surroundings (the volume of the footsteps reaching a certain value), a corpse appearing within the range of enemy soldiers patrolling, and seeing a virtual object controlled by the player pass by. The conditions that disengage alerting include moving out of line of sight, increasing distance, crouching to reduce sound, and finding and moving away from a hidden patch of bush.
[0126] In the embodiment of the present invention, "enemy soldier" may refer to the second virtual object described above, and "star player" may refer to the first virtual object described above.
[0127] Referring to Figure 17, which shows a block diagram of a method for inheriting a warning state provided by one embodiment of the present invention. The entity executing each step of the method may be a terminal device 10 in the implementation environment of the solution shown in Figure 1, or a server 20 in the implementation environment of the solution shown in Figure 1, for example, the entity executing each step may be a client terminal of the target application program or a background server. In the following embodiment of the method, for the sake of simplicity of description, only the fact that the entity executing each step is a "computer device" will be mentioned and explained.
[0128] In some embodiments, as shown in block diagram 1700 of Figure 17, it is determined whether player A triggers alert in enemy soldiers. If "yes," the system controls the enemy soldiers to enter an alert state and makes alert information visible to players who meet the conditions. If "no," the system controls the enemy soldiers to remain in a non-combat state. Within a limited time, it is determined whether player A can continuously meet the conditions for leaving alert. If "yes," the system controls the enemy soldiers to maintain an alert state. If "no," it is determined that player A has gained the enemy soldiers' alertness and combat hatred target. If the enemy soldiers maintain an alert state (regardless of whether player A optionally leaves the enemy soldiers' detection range), it is determined whether player B appears within the enemy soldiers' detection range (sensing range) within a limited time. If so, it is determined that the enemy soldiers' alertness is transferred to player B, and that player B subsequently gains the combat hatred target. If "no," the system controls the enemy soldiers to enter an alert search state. The embodiment of this invention fully illustrates the detailed process of changes in the alert state of enemy soldiers and enables the transfer of the alert state from player A to player B in multiplayer play mode.
[0129] In the embodiment of the present invention, "enemy soldier" may refer to the second virtual object described above, "Player A" may refer to the first virtual object described above, and "Player B" may refer to the third virtual object described above.
[0130] The technical solution provided by the embodiment of the present application displays warning information targeting the first virtual object of a second virtual object (e.g., an AI virtual object) on a virtual environment screen, allowing the user to quickly acquire and understand the warning state type and the progress of the warning state of the second virtual object as indicated by the warning information, thereby improving the amount and efficiency of information acquisition. The user can also know in advance whether the second virtual object will switch to another warning state type based on the progress of the warning state, thereby enabling the user to quickly acquire and understand the state change status of the virtual object, adaptively take preventive measures in advance, and further enhance the efficiency of human-machine interaction.
[0131] The following are apparatus embodiments of the present application, which can be used to carry out method embodiments of the present application. For details not shown in the apparatus embodiments of the present application, refer to the method embodiments of the present application.
[0132] Referring to Figure 18, which shows a block diagram of a display device for presentation information provided in one embodiment of the present application. The device has the function of implementing an example of the above method, which may be implemented by hardware or by running appropriate software in hardware. The device may be a terminal device as described above, or may be installed in a terminal device. As shown in Figure 18, the device 1800 may include a screen display module 1810 and an information display module 1820.
[0133] The screen display module 1810 is used to display a virtual environment screen, which is a screen for observing the virtual environment from the perspective of a first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object.
[0134] The information display module 1820 is used to display warning information for the first virtual object of the second virtual object on the virtual environment screen, the warning information is used to indicate the warning state type and warning state progress of the second virtual object, the warning state progress is used to control switching between different warning state types, and the different warning state types are used to indicate different responses of the second virtual object to the first virtual object.
[0135] In some embodiments, the warning information includes type information used to indicate the warning state type of the second virtual object, and progress information used to indicate the warning state progress of the second virtual object.
[0136] In some embodiments, the type information includes alert status icons, where different alert status icons correspond to different alert status types, and the progress information includes progress bars superimposed on the alert status icons.
[0137] In some quantities, the above-mentioned different alert state types include at least two: a non-combat state, which refers to a state in which no abnormality in the surrounding environment has been detected; an alert-sensing state, which refers to a state in which an abnormality in the surrounding environment has been detected but the cause of the abnormality has not been determined; an enhanced alert state, which refers to a state in which an abnormality in the surrounding environment has been detected and the cause of the abnormality has been determined; an alert transition state, which refers to a state in which an abnormality in the surrounding environment has been detected and a decision has been made to switch to a combat state based on the determined cause of the abnormality; and an alert-search state, which refers to a state in which an abnormality in the surrounding environment has been detected and the cause of the abnormality is being investigated.
[0138] In some embodiments, the information display module 1820 is further used to display first presentation information around the first virtual object, the first presentation information is used to indicate relevant information of the second virtual object within the sensing range of the first virtual object, and the sensing range is a range determined with respect to the virtual object.
[0139] In some embodiments, the relevant information for the second virtual object includes at least one of the orientation of the second virtual object relative to the first virtual object, the alert status type of the second virtual object, and the alert status progression of the second virtual object.
[0140] In some embodiments, the first presentation information includes a graphical presentation element corresponding to each of the second virtual objects within the sensing range of the first virtual object, the direction indicated by the graphical presentation element is used to indicate the orientation of the second virtual object relative to the first virtual object, the color of the graphical presentation element is used to indicate the alert state type of the second virtual object, and the length of the graphical presentation element is used to indicate the progress of the alert state of the second virtual object.
[0141] In some embodiments, the information display module 1820 is: When the second virtual object is within the field of view of the first virtual object, the warning information is displayed around the second virtual object. Alternatively, if the second virtual object is outside the field of view of the first virtual object, the second presentation information is displayed on the virtual environment screen, wherein the second presentation information is used to indicate at least one of the orientation, distance, alert status type, and alert status progression of the second virtual object that is outside the field of view of the first virtual object.
[0142] In some embodiments, when the first virtual object moves out of the detection range of the second virtual object, the alert status type and alert status progress of the second virtual object are continuously updated, and the information display module 1820 is further used to continuously update the alert notification information of the second virtual object targeting the third virtual object, starting from the alert status type and alert status progress at the first time, if the third virtual object enters the detection range of the second virtual object at the first time.
[0143] The technical solution provided by the embodiment of the present application displays warning information targeting the first virtual object of a second virtual object (e.g., an AI virtual object) on a virtual environment screen, allowing the user to quickly acquire and understand the warning state type and the progress of the warning state of the second virtual object as indicated by the warning information, thereby improving the amount and efficiency of information acquisition. The user can also know in advance whether the second virtual object will switch to another warning state type based on the progress of the warning state, thereby enabling the user to quickly acquire and understand the state change status of the virtual object, adaptively take preventive measures in advance, and further enhance the efficiency of human-machine interaction.
[0144] It is important to note that the apparatus provided in the above embodiment, when realizing its functions, is described using only the division of each of the above-mentioned functional modules as an example. In actual applications, the above functions can be completed by assigning them to different functional modules as needed; that is, by dividing the internal structure of the device into different functional modules, all or part of the functions described above can be completed. Furthermore, the apparatus provided in the above embodiment belongs to the same concept as the embodiment of the method, and its specific implementation process is described in detail in the embodiment of the method and will not be explained in detail again here.
[0145] Referring to Figure 19, which shows a structural block diagram of a terminal device 1900 provided in one embodiment of the present application, the terminal device 1900 may also be the terminal device 10 in the implementation environment shown in Figure 1, and is used to implement the method of displaying the presented information provided in the above embodiment. Specifically, it is as follows:
[0146] Typically, terminal equipment 1900 includes a processor 1901 and memory 1902.
[0147] The processor 1901 may include one or more processing cores, such as a 4-core processor and an 8-core processor. The processor 1901 can be implemented using at least one hardware form from among a DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1901 may include a main processor and a coprocessor, the main processor being a processor used to process data in a wake state and also referred to as a CPU (Central Processing Unit), and the coprocessor being a low-power processor used to process data in a standby state. In some embodiments, the processor 1901 may integrate a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1901 may further include an AI processor, which is used to process computational operations related to machine learning.
[0148] The memory 1902 may include one or more computer-readable storage media, which may be non-transient. The memory 1902 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, the non-transient computer-readable storage media in the memory 1902 are used to store a computer program, which is executed by one or more processors through placement to realize the method of displaying the presentation information.
[0149] In some embodiments, the terminal device 1900 further optionally includes a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 can be connected by a bus or signal lines. Each peripheral device can be connected to the peripheral device interface 1903 by a bus, signal lines, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1904, a display screen 1905, an audio circuit 1907, and a power supply 1908.
[0150] As those skilled in the art will understand, the structure shown in Figure 19 is not a limitation on the terminal device 1900 and may include more or fewer components than those shown, or may be a combination of some components, or may employ and arrange different components.
[0151] In an exemplary embodiment, a computer-readable storage medium is further provided, in which a computer program is stored, and a method for displaying the presentation information is realized when the computer program is executed by a processor.
[0152] The computer-readable storage medium may optionally include ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical discs, etc. Here, random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0153] In an exemplary embodiment, a computer program product is further provided, the computer program product comprising a computer program stored in a computer-readable storage medium. The processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, thereby enabling the terminal device to perform the method of displaying the presentation information.
[0154] It is important to explain that, before and during the collection of user-related data, the present invention can display a presentation interface, a pop-up window, or output audio presentation information. This presentation interface, pop-up window, or audio presentation information is used to inform the user that their related data is currently being collected. Therefore, the present invention will only begin executing the relevant steps for acquiring user-related data after obtaining confirmation from the user regarding the presentation interface or pop-up window. Otherwise (i.e., when confirmation from the user regarding the presentation interface or pop-up window has not been obtained), the relevant steps for acquiring user-related data will be terminated, meaning that the user-related data will not be acquired. In other words, with respect to all user data collected in this application, processing is strictly based on the requirements of the laws and regulations of the relevant countries, and informed consent or sole consent from the data subject is obtained only when the user consents and permits it. Subsequent use and processing of the data will be carried out within the scope of laws and regulations and the permission of the data subject, and the collection, use, and processing of relevant user data must comply with the relevant laws and regulations and standards of the relevant countries and regions. For example, virtual environments, operation data, and user accounts involved in this application are all obtained only when fully permitted.
[0155] It should be understood that “plural” as used herein refers to two or more. “And / or” describes the relationship between related objects and indicates that three types of relationships are possible. For example, A, and / or, B can represent three situations: A existing alone, A and B existing simultaneously, and B existing alone. The letter “ / ” generally indicates that the preceding and succeeding related objects are in an “or” relationship. Furthermore, the step numbers used herein illustrate only one possible sequence of execution between steps. In some other embodiments, the steps may not be performed in the order of the numbers, for example, two different numbered steps may be performed simultaneously, or two different numbered steps may be performed in the reverse order shown, and the embodiments of this application are not limited thereto.
[0156] The foregoing are merely optional embodiments of the present application and are not intended to limit it. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the present application should all be included within the scope of protection. [Explanation of symbols]
[0157] 10 Terminal devices 20 servers 100 Attack Value 200 Hit Point Bar 210 exclamation mark 400 Second Virtual Object 401 Line of fire 402 Line of fire 410 First Virtual Object 420 Second Virtual Object 430 First Virtual Object 440 Obstacles 501 grade 502 exclamation mark 503 Question mark 601 Warning presentation information 602 Warning presentation information 603 Warning presentation information 700 Second Virtual Object 701 Warning information 901 Graphical presentation elements 1001 First Virtual Object 1002 Second Virtual Object 1101 First presentation information 1102 First presentation information 1103 First presentation information 1201 Graphical presentation elements 1202 Graphical presentation elements 1400 Second presentation information 1600 Block Diagram 1700 Block Diagram 1800 equipment 1810 Display Module 1820 Information Display Module 1900 Terminal equipment 1901 Processor 1902 memory 1903 Peripheral Interface 1904 Radio frequency circuit 1905 Display Screen 1907 Audio Circuit 1908 power supply
Claims
1. A method for displaying information, wherein the method is performed by a terminal device, and the method is A step of displaying a virtual environment screen, wherein the virtual environment screen is a screen for observing the virtual environment from the perspective of a first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object. A method for displaying warning information, comprising the step of displaying warning warning information for the first virtual object of the second virtual object on the virtual environment screen, wherein the warning warning information is used to indicate the warning state type and warning state progress of the second virtual object, the warning state progress is used to control switching between different warning state types, and the different warning state types are used to indicate different responses of the second virtual object to the first virtual object.
2. The aforementioned warning information is, Type indication information used to indicate the alert state type of the second virtual object, The method according to claim 1, further comprising: progress indication information used to indicate the progress of the alert state of the second virtual object.
3. The method according to claim 2, wherein the type presentation information includes a warning status icon, different warning status icons correspond to different warning status types, and the progress presentation information includes a progress bar superimposed on the warning status icon.
4. The aforementioned different alert status types are: A non-combat state refers to a state in which no abnormalities in the surrounding environment are detected, The alert detection state refers to a state in which an abnormality in the surrounding environment has been detected, but the cause of the abnormality has not yet been determined. The heightened alert state refers to a state in which an abnormality in the surrounding environment has been detected and the cause of the abnormality has been determined. The alert transition state refers to a state in which an abnormality in the surrounding environment is detected, and a decision is made to switch to combat mode based on the determined cause of the abnormality. The method according to any one of claims 1 to 3, comprising at least two states: a state of alert and search, which refers to a state in which an abnormality in the surrounding environment is detected and the cause of the abnormality is being investigated.
5. The aforementioned method, The method according to any one of claims 1 to 4, further comprising the step of displaying first presentation information on the periphery of the first virtual object, wherein the first presentation information is used to indicate relevant information of the second virtual object within the sensing range of the first virtual object, and the sensing range is a range determined with respect to the virtual object.
6. The related information of the second virtual object is: The orientation of the second virtual object relative to the first virtual object, The alert status type of the second virtual object, The method according to claim 5, comprising at least one of the following: the alert status progress of the second virtual object.
7. The first presentation information includes a graphical presentation element corresponding to each of the second virtual objects within the sensing range of the first virtual object, The direction indicated by the graphical display element is used to indicate the orientation of the second virtual object relative to the first virtual object. The color of the graphical display element is used to indicate the alert status type of the second virtual object. The method according to any one of claims 5 to 6, wherein the length of the graphical display element is used to indicate the progress of the alert state of the second virtual object.
8. The aforementioned method, When the second virtual object is within the field of view of the first virtual object, the step of displaying the warning information around the second virtual object, Or, The method according to any one of claims 1 to 7, further comprising the step of displaying second presentation information on the virtual environment screen when the second virtual object is outside the field of view of the first virtual object, wherein the second presentation information is used to indicate at least one of the orientation, distance, alert status type, and alert status progression of the second virtual object that is outside the field of view of the first virtual object.
9. When the first virtual object moves out of the detection range of the second virtual object, the alert state type and alert state progress of the second virtual object are continuously updated, and the method is as follows: The method according to any one of claims 1 to 8, further comprising the step of continuously updating the alert notification information of the second virtual object for the third virtual object, starting from the alert state type and alert state progress at the first time, during a first period after the first virtual object has left the detection range of the second virtual object, if the third virtual object enters the detection range of the second virtual object at a first time.
10. A display device for presenting information, wherein the device is A screen display module used to display a virtual environment screen, wherein the virtual environment screen is a screen for observing the virtual environment from the viewpoint of a first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object, A display device for displaying information, comprising: an information display module used to display warning information for the first virtual object of the second virtual object in the virtual environment screen, wherein the warning information is used to indicate the warning state type and warning state progress of the second virtual object, the warning state progress is used to control switching between different warning state types, and the different warning state types are used to indicate different responses of the second virtual object to the first virtual object.
11. A terminal device comprising a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to realize the method according to any one of claims 1 to 9.
12. A computer-readable storage medium wherein a computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to realize the method according to any one of claims 1 to 9.
13. A computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium, and a processor reading the computer program from the computer-readable storage medium and executing it to realize the method according to any one of claims 1 to 9.