Prompt information display method and apparatus, device and storage medium

By displaying the alert prompt information of virtual objects in the virtual environment screen, the problem of single blood bar color prompt information in the prior art is solved, the user's understanding and reaction speed of the virtual object state is improved, and the human-computer interaction efficiency is improved.

WO2024255407A1PCT designated stage expired Publication Date: 2024-12-19TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/086831
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-06-15
Filing Date
2024-04-09
Publication Date
2024-12-19

AI Technical Summary

Technical Problem

In the multiplayer online tactical competitive game, the blood bar color is used to indicate that the state of the AI ​​virtual object is relatively single, and it is impossible to effectively represent complex alert states, making it difficult for users to quickly obtain and understand the state changes of the virtual object, affecting people. Computer interaction efficiency.

Method used

The alert prompt information of the second virtual object for the first virtual object is displayed in the virtual environment screen, including the alert state type and progress, and the different responses of the virtual object are expressed through different state types and progress switching, thereby improving the user's understanding of the virtual object state and reaction speed.

Benefits of technology

By displaying alert prompt information, users can quickly obtain and understand the status changes of virtual objects, take precautions in advance, and improve human-computer interaction efficiency and gaming experience.

✦ Generated by Eureka AI based on patent content.

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    Figure CN2024086831_19122024_PF_FP_ABST
Patent Text Reader

Abstract

A prompt information display method and apparatus, a device and a storage medium, relating to the technical field of computers. The method comprises: displaying a virtual environment picture, the virtual environment picture being a picture of a virtual environment observed at a viewing angle of a first virtual object, and the virtual environment comprising the first virtual object and at least one second virtual object (310); in the virtual environment picture, displaying alert prompt information of the second virtual object for the first virtual object, the alert prompt information being used for indicating alert state types and an alert state progress of the second virtual object, the alert state progress being used for controlling switching between different alert state types, and the different alert state types being used for indicating different reactions of the second virtual object to the first virtual object (320). The method allows users to quickly acquire and learn about state changes of virtual objects, thus improving information acquisition efficiency, and further enhancing human-computer interaction efficiency.
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Description

Method, device, equipment and storage medium for displaying prompt information

[0001] This application claims priority to Chinese patent application No. 202310713079.1 filed on June 15, 2023, entitled “Method, device, equipment and storage medium for displaying prompt information”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for displaying prompt information. Background Art

[0003] Game applications typically provide server-controlled virtual objects, also known as artificial intelligence (AI) virtual objects. To ensure a seamless gaming experience, game applications often provide user prompts for these AI virtual objects, informing them of their properties and other information.

[0004] In Multiplayer Online Battle Arena (MOBA) games, related technologies use a different health bar color to indicate the health of AI virtual objects on the enemy side of the game. Health bar color refers to the color of the health bar, which indicates the health of the virtual object. For example, the health bar of the enemy AI virtual object may be red, while the health bar of the friendly virtual object may be blue, thereby indicating to the friendly virtual object that the enemy AI virtual object belongs to the enemy side.

[0005] However, the above-mentioned related technologies simply use the color of the health bar to provide information prompts, and the content of the prompt information is relatively simple, which is not conducive to human-computer interaction.

[0006] Summary of the Invention

[0007] The present invention provides a method, device, equipment, and storage medium for displaying prompt information. The technical solution is as follows:

[0008] According to one aspect of an embodiment of the present application, a method for displaying prompt information is provided, the method being executed by a terminal device, the method comprising:

[0009] Displaying a virtual environment picture, wherein the virtual environment picture is a picture of the virtual environment observed from the perspective of the first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object;

[0010] In the virtual environment screen, warning prompt information of the second virtual object for the first virtual object is displayed, and the warning prompt 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 the switching between different warning state types, and different warning state types are used to indicate different reactions of the second virtual object to the first virtual object.

[0011] According to one aspect of an embodiment of the present application, a device for displaying prompt information is provided, the device comprising:

[0012] A picture display module, configured to display a virtual environment picture, wherein the virtual environment picture is a picture of the virtual environment observed from the perspective of a first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object;

[0013] an information display module, configured to display, in the virtual environment screen, warning prompt information of the second virtual object with respect to the first virtual object, the warning prompt information being configured to indicate a warning state type and a warning state progress of the second virtual object, the warning state progress being configured to control switching between different warning state types, and different warning state types being configured to indicate different reactions of the second virtual object to the first virtual object.

[0014] According to one aspect of an embodiment of the present application, a terminal device is provided, 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 implement the above method.

[0015] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above method.

[0016] According to one aspect of an embodiment of the present application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the above method.

[0017] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0018] By displaying the warning prompt information of the second virtual object (such as an AI virtual object) for the first virtual object in the virtual environment screen, the user can quickly obtain and understand the warning status type of the second virtual object indicated by the warning prompt information, as well as the warning status progress of the second virtual object, thereby improving the amount and efficiency of information acquisition. Based on the warning status progress, the user can know in advance whether the second virtual object is about to switch to another warning status type, thereby enabling the user to quickly obtain and understand the status changes of the virtual object, so as to adaptively take preventive measures in advance, thereby improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] FIG1 is a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application;

[0020] FIG2 is a schematic diagram of prompt information in the related art;

[0021] FIG3 is a flowchart of a method for displaying prompt information provided by an embodiment of the present application;

[0022] FIG4 is a schematic diagram of a field of view provided by an embodiment of the present application;

[0023] FIG5 is a schematic diagram of warning prompt information provided by an embodiment of the present application;

[0024] FIG6 is a schematic diagram of warning prompt information provided by another embodiment of the present application;

[0025] FIG7 is a schematic diagram of warning prompt information provided by another embodiment of the present application;

[0026] FIG8 is a flowchart of a method for displaying prompt information provided by another embodiment of the present application;

[0027] FIG9 is a schematic diagram of first prompt information provided by an embodiment of the present application;

[0028] FIG10 is a schematic diagram of a method for calculating an orientation according to an embodiment of the present application;

[0029] FIG11 is a schematic diagram of first prompt information provided by another embodiment of the present application;

[0030] FIG12 is a schematic diagram of an alert state rollback provided by an embodiment of the present application;

[0031] 13 is a flowchart of a method for displaying prompt information provided by another embodiment of the present application;

[0032] FIG14 is a schematic diagram of second prompt information provided by an embodiment of the present application;

[0033] FIG15 is a flowchart of a method for displaying prompt information provided by another embodiment of the present application;

[0034] FIG16 is a block diagram of a method for displaying prompt information provided by one embodiment of the present application;

[0035] FIG17 is a block diagram of a method for displaying prompt information provided by another embodiment of the present application;

[0036] FIG18 is a block diagram of a device for displaying prompt information provided by one embodiment of the present application;

[0037] FIG19 is a block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION

[0038] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0039] First, a brief introduction to the terms involved in the embodiments of this application is given. The following terms and explanations are optional solutions that can be combined with the technical solutions of the embodiments of this application in any way, and all of them fall within the scope of protection of the embodiments of this application. The embodiments of this application include at least some of the following contents.

[0040] Enemy soldier alert information (alert prompt information): prompt information generated by the AI ​​mechanism of enemy soldiers in the game application (the enemy soldier can refer to other virtual characters relative to the virtual character controlled by the user, such as AI virtual objects belonging to the enemy camp, virtual objects controlled by other users, AI virtual objects in the neutral camp, etc.). The AI ​​mechanism can control the enemy soldiers to enter a certain alert state under specific circumstances (for example, a first virtual object controlled by the user passes by an enemy soldier, the first virtual object kills other virtual objects, or is attacked by the first virtual object, etc.), and based on the alert state, control the enemy soldiers to make different stress responses for different situations. For example, the enemy soldiers in the normal state will not actively attack, but will initiate an active attack in the alert state.

[0041] Multiplayer Mode: Multiplayer Mode is a game match mode in which users can play with, compete against, and engage in shared gameplay with other remote users.

[0042] Please refer to FIG1 , which shows a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application. The implementation environment of the solution may include: a terminal device 10 and a server 20 .

[0043] The terminal device 10 includes, but is not limited to, mobile phones, tablet computers, intelligent voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), vehicle-mounted terminals, smart home appliances and other electronic devices. A client of a target application (such as a game application) can be installed in the terminal device 10. Optionally, the target application can be an application that needs to be downloaded and installed, or it can be an application that can be used immediately after clicking on it. The target application can be an online application or an offline application. The target application can be a PC application or a mobile application, and this embodiment of the application does not limit this.

[0044] In an embodiment of the present application, the above-mentioned target application may include at least one of the following: a simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS), a multiplayer gun battle survival game, a third-person shooter (TPS), a MOBA game, a strategy game (SLG), a social application, and an interactive entertainment application. In an embodiment of the present application, the target application is a game application for example. There are game matches in the game application, and different prompt information exists for different AI virtual objects in different game matches. The prompt information refers to information used to prompt the user. Optionally, a client of the above-mentioned game application is running in the terminal device 10.

[0045] In an embodiment of the present application, a virtual environment is a scene displayed (or provided) when a client of a target application (such as a game application) is running on a terminal device. The virtual environment refers to an environment created for virtual objects to carry out activities (such as game competitions), such as a virtual house, a virtual island, a virtual map, etc. Optionally, a virtual environment is an environment displayed (or provided) when an application is running on a terminal device. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, a three-dimensional virtual environment, etc. Optionally, the virtual environment can also be used for a battle between at least two virtual objects, and the virtual environment has virtual resources that can be used by at least two virtual objects.

[0046] The aforementioned virtual objects refer to virtual characters, virtual vehicles, virtual items, and the like controlled by a user account within a target application, and are not limited in this embodiment. For example, in the case of a game application, a virtual object refers to a virtual character controlled by a user account within the game application. Virtual objects can be in the form of human figures, animals, cartoons, or other forms, and are not limited in this embodiment. Virtual objects can be displayed in either three-dimensional or two-dimensional form, and are not limited in this embodiment. Optionally, when the virtual environment is a three-dimensional environment, the virtual objects are three-dimensional models created using animation skeletal technology. Each virtual object has its own shape and volume within the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Virtual object activities include at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the virtual object is a virtual character, such as a humanoid or anime character. In some implementations, virtual objects can also be implemented as 2.5D or 2D models, and are not limited in this embodiment.

[0047] In one example, virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects according to different ways of controlling virtual objects, wherein user-controlled virtual objects are objects that can be controlled by a client and are movable in a virtual environment. Server-controlled virtual objects are virtual objects controlled by an automatic control algorithm or an artificial intelligence program on a client or a server. Server-controlled virtual objects include movable objects and inactive objects in a virtual environment. Exemplarily, the first virtual object in the embodiment of the present application is a virtual object controlled by a client, and the second virtual object in the embodiment of the present application is a virtual object controlled by a server. Of course, the second virtual object in the embodiment of the present application may also be a virtual object controlled by a client, and the embodiment of the present application is not limited to this.

[0048] The server 20 is used to provide background services for the client of the target application in the terminal device 10. For example, the server 20 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but is not limited thereto.

[0049] In the following embodiments, the first virtual object is a virtual object controlled by a client, 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 as an example for explanation. In some embodiments, the terminal device 10 includes a first terminal device and a second terminal device, wherein the first terminal device has a first client of the target application installed, and the second terminal device has a second client of the target application installed. The first user account of the first user can be used to control the first virtual object in the first client of the target application, and the second user account of the second user can be used to control the third virtual object in the second client of the target application. Optionally, the first virtual object and the third virtual object can have a friend relationship, a teammate relationship, temporary communication permissions, etc., and the first virtual object and the third virtual object can also belong to the same camp, the same team, the same organization, etc., which is not limited in the embodiments of the present application. Optionally, the first virtual object and the third virtual object may not have a friend relationship, belong to different camps, different teams, or different organizations. Optionally, the client installed on the first terminal device and the second terminal device is the same, or the client installed on the first terminal device and the second terminal device is the same type of client on different operating system platforms (Android or iOS). The first terminal device may generally refer to one of multiple terminal devices, and the second terminal device may generally refer to another of multiple terminal devices. The embodiments of the present application only use the first terminal device and the second terminal device as examples. Optionally, the second virtual object controlled by the server and the first virtual object do not have a friend relationship, belong to different camps, different teams, or different organizations. The second virtual object controlled by the server and the third virtual object do not have a friend relationship, belong to different camps, different teams, or different organizations.

[0050] The terminal device 10 and the server 20 can communicate with each other via a network, which can be a wired network or a wireless network.

[0051] Please refer to FIG2 , which shows a schematic diagram of prompt information in the related art.

[0052] Related technologies use the name of an AI virtual object, its health bar, and other visual information (e.g., color, shape, etc.) to indicate to the user whether the AI ​​virtual object is in a hostile or friendly state. As shown in sub-image a of Figure 2, related technologies use the color of the name above the AI ​​virtual object's head or the color of its health bar 200 to distinguish between hostile and friendly enemy states, without any warning-related prompts. This method can only distinguish between friend and foe, and cannot identify the complex states of the enemy itself. Of course, it is also possible that the enemy does not have a variety of states, only a distinction between combat and non-combat.

[0053] As shown in sub-image b of Figure 2 , related art uses an exclamation mark 210 above an enemy soldier's head to alert the user that the enemy has entered combat. Exclamation mark 210 serves only as a reminder of the enemy's state transition and disappears after the transition is complete. The exclamation mark animation, which appears when conditions are met, indicates the enemy's current state. However, it only indicates transitions between states, without any information about the changes between states. This means the user has no way of knowing when the enemy will transition.

[0054] Therefore, the content of the prompt information in the above-mentioned related technologies is relatively simple and does not utilize human-computer interaction.

[0055] Please refer to Figure 3, which shows a flow chart of a method for displaying prompt information provided by an embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the above-mentioned target application. In the following method embodiment, for the sake of convenience of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (310-320):

[0056] Step 310 : Displaying a virtual environment screen. The virtual environment screen is a screen of observing the virtual environment from the perspective of the first virtual object. The virtual environment includes the first virtual object and at least one second virtual object.

[0057] Virtual environment: refers to the virtual environment displayed (or provided) when the target application is running on the terminal device. The virtual environment can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. Optionally, the target application provides at least one virtual environment. For example, taking a game application as an example, the virtual environment can be a virtual environment provided by a game match, and users can control virtual objects to fight in the virtual environment. The virtual environment screen can be displayed on the display screen of the terminal device.

[0058] The embodiments of this application do not limit the types of objects included in the virtual environment. The first virtual object (the virtual object controlled by the first user account on the first client), the second virtual object (the virtual object controlled by the server, also referred to as an AI virtual object), and the third virtual object (the virtual object controlled by the second user account on the second client) are active in the virtual environment.

[0059] Optionally, the first virtual object and the second virtual object are in a hostile relationship, and the two virtual objects in the hostile relationship can attack each other. For example, a game provides two camps, and there is a competitive relationship between the two camps. If the first virtual object and the second virtual object belong to different camps, it can be determined that the first virtual object and the second virtual object are in a hostile relationship. The second virtual object may also belong to a neutral camp, but under certain conditions (such as the first virtual object passes by the second virtual object, the first virtual object kills other virtual objects, is attacked by the first virtual object, etc.), the relationship between the second virtual object and the first virtual object is switched to a hostile relationship, such as wild monsters, NPCs (Non-player Characters, non-player characters), etc. set in the virtual environment. The first virtual object and the second virtual object can also be in a team relationship, which is not limited in the embodiments of the present application.

[0060] Optionally, 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. Optionally, when the first user controls the first virtual object to approach the second virtual object, the second virtual object will be alerted to the first virtual object, and the first virtual object can see the second virtual object's alert message for the first virtual object. Optionally, when the second user controls the third virtual object to approach the second virtual object, the second virtual object will also be alerted to the third virtual object, and the third virtual object can also see the second virtual object's alert message for the third virtual object.

[0061] Perspective of the first virtual object: Based on the perspective of the first virtual object observing the virtual environment, the perspective 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 above-mentioned virtual environment screen. In some embodiments, the perspective of the first virtual object is the first-person perspective of the first virtual object. For example, if a virtual camera is set at the head of the first virtual object, the head of the first virtual object can be considered to be the position of the virtual camera (i.e., the starting point of the perspective), and the direction of the head of the first virtual object is the direction of the virtual camera. At this time, the perspective of the virtual camera is considered to be the perspective of the first virtual object, and the virtual camera is used to simulate the human eye to observe the virtual environment.

[0062] In some embodiments, the perspective of the first virtual object may be a third-person perspective of the first virtual object. For example, if a virtual camera is set at a position other than the head of the first virtual object (e.g., behind the head, behind the back, etc.), the virtual camera may capture the head of the first virtual object, and the direction of the first virtual object's head is the direction of the virtual camera. In this case, the perspective of the virtual camera is considered to be the perspective of the first virtual object.

[0063] Optionally, the perspective of the first virtual object changes according to the position of the first virtual object. Optionally, the orientation of the perspective of the first virtual object does not change as the orientation of the first virtual object changes, but the position of the virtual camera corresponding to the perspective of the first virtual object always changes according to the position of the first virtual object. Optionally, the first virtual object is always displayed within the perspective of the first virtual object.

[0064] In other embodiments, the perspective of the first virtual object is a perspective in the virtual environment that is unrelated to the first virtual object. For example, the perspective of the first virtual object is the perspective of a virtual camera at a specific position and orientation set by the target application. The position and orientation of the virtual camera never change, i.e., the perspective of the first virtual object never changes.

[0065] In some embodiments, when the perspective of the first virtual object is a perspective related to the first virtual object in the virtual environment, in response to the user's first perspective rotation operation, the client rotates the perspective of the first virtual object. The first perspective rotation operation is an operation for rotating the perspective of the first virtual object. Optionally, the operation type of the first perspective rotation operation includes but is not limited to click, slide, drag and other operations. The specific operation type is not limited in this application. The operation in the embodiments of the present application can be implemented through the display screen of the terminal device, and can also be implemented through an external device of the terminal device (such as a mouse, keyboard, joystick, handle, etc.). The embodiments of the present application are not limited to this.

[0066] In some embodiments, the image obtained by observing the virtual environment from the perspective of the first virtual object is used as the virtual environment image. Alternatively, if the perspective of the first virtual object is the perspective of a virtual camera, the image captured by the virtual camera is used as the virtual environment image. Alternatively, if the perspective of the first virtual object changes, the image obtained by observing the virtual environment from the perspective of the first virtual object (i.e., the virtual environment image) will also change.

[0067] In some embodiments, the virtual environment image is a real-time image captured of the virtual environment. For example, due to the virtual objects controlled by the user account moving within the virtual environment, the virtual environment may include the virtual objects and traces of their activity. In this case, the virtual environment image represents the real-time state of the virtual environment.

[0068] Step 320: Displaying warning prompt information of the second virtual object to the first virtual object in the virtual environment screen. The warning prompt 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 the switching between different warning state types. Different warning state types are used to indicate different reactions of the second virtual object to the first virtual object.

[0069] Alert prompt information refers to prompt information used to indicate the alert state of a virtual object with respect to other virtual objects. The alert state refers to a state of being in alert, and a virtual object in the alert state generates alertness to other virtual objects. In an embodiment of the present application, the alert prompt information is prompt information used to indicate the alert state type and alert state progress of a second virtual object. The embodiment of the present application does not limit the specific form of the alert prompt information. Optionally, the alert prompt information can be visual information for the alert state, such as the alert prompt information can be in the form of text, pictures, numbers, etc., to indicate the alert state type and alert state progress of the second virtual object respectively. The alert state progress indicated by the alert prompt information is the progress of the alert state type indicated by the alert prompt information.

[0070] In some embodiments, the alert state in the embodiments of the present application corresponds to multiple alert state types. The alert state type refers to the type of alert state. The second virtual object under different alert state types (i.e., different types of alert states) has different attribute values. For example, the attribute value of the second virtual object for the first alert state is a, and the attribute value for the second alert state is b. The type of the first alert state is different from the type of the second alert state. This application does not limit the specific type of alert state, and this application also does not limit the attributes of the second virtual object.

[0071] Exemplarily, the attributes of the second virtual object include, but are not limited to, at least one of the following: movement speed, attack speed, attack value, defense value, health value, the second virtual object's form, magic value, hatred value, movement range, attack skills, and the like. For example, for the process of the second virtual object moving from being stationary to moving forward, stationary and moving can be considered to be two types of alert states. For example, for the process of the second virtual object's attack value increasing from 100 to 200, an attack value of 100 and an attack value of 200 can be considered to correspond to two types of alert states. For example, for the process of the second virtual object's skills changing from skills 1 and 2 to skills 3 and 4, the second virtual object with skills 1 and 2 is considered to be in one type of alert state, while the second virtual object with skills 3 and 4 is considered to be in another type of alert state. Optionally, the types of alert states (i.e., alert state types) can be set in advance by the application developer or by the user in the application's settings interface, and this embodiment of the application does not limit this.

[0072] In some embodiments, the alert state progress is used to indicate the progress of the second virtual object's alert state within that alert state type. Alert progress refers to the progress of the alert state, and different alert states have different probabilities of switching to another alert state (i.e., alert state type). For example, the higher the alert state progress of a particular alert state type, the greater the likelihood of switching to another alert state type. When the alert state progress reaches a threshold, the alert state type can be directly switched to another alert state type. In other words, the alert state progress can indicate to the user whether the current alert state type is about to switch to the next alert state type. This allows the user to quickly obtain and understand the alert state changes of the second virtual object (enemy soldier) based on the alert state progress, allowing them to take targeted measures, thereby improving information acquisition efficiency and human-computer interaction efficiency.

[0073] Since the second virtual object can switch between different types of alert states, the alert state progress is also an important indicator for indicating the switching of the alert state type. In some embodiments, each alert state type corresponds to conditions for increasing and decreasing the state progress. The client can adjust the alert state progress by detecting whether the conditions for increasing or decreasing the progress are met. For example, when the conditions for increasing the progress are met, the alert state progress is increased, and when the conditions for increasing the progress are not met or the conditions for decreasing the progress are met, the alert state progress is decreased. Optionally, for each different alert state type, the corresponding conditions for increasing and decreasing the progress are different. In some embodiments, the server can judge the alert state of the second virtual object and the progress of the alert state based on the operation data fed back by the client. The operation data may refer to data generated by the user's operation.

[0074] For example, when the second virtual object is in an attack state (a type of alert state), the progress of the attack state of the first virtual object increases every time the first virtual object kills a virtual object controlled by the user. If the number of virtual objects killed by the first virtual object exceeds the kill threshold within the threshold time, it can be considered that the progress of the attack state has reached its maximum (i.e., the progress of the alert state has reached its maximum value), and the client needs to switch it to a violent state (another type of alert state). After the alert state of the second virtual object is switched to the violent state, the attack power of the second virtual object is improved. If the number of virtual objects killed by the second virtual object within the threshold time is less than the threshold, the progress of the attack state is reduced (i.e., the progress of the alert state is reduced) until the progress of the attack state drops to 0, and then it is switched to another alert state, such as a patrol state.

[0075] For example, if the second virtual object is in the patrol state and no user-controlled virtual object is detected, the client controls the second virtual object to remain in the patrol state, and the patrol state progress remains unchanged. If the user-controlled virtual object is detected, the client controls the second virtual object to increase the patrol state progress until the patrol state progress reaches the maximum, and then the object switches to the attack state.

[0076] In some embodiments, the client displays a warning message for a second virtual object within the field of view of a first virtual object. Specifically, when the second virtual object is within the field of view of the first virtual object, the client displays a warning message for the second virtual object. The field of view of the first virtual object corresponds to the viewing angle of the first virtual object. For example, the field of view of the first virtual object can be determined based on the position and orientation of the viewing angle of the first virtual object. If a virtual camera is provided, the field of view of the first virtual object can be considered to be within the shooting range of the virtual camera.

[0077] As shown in sub-image a of FIG4 , 410 in FIG4 is considered to be the first virtual object. Of course, 410 in FIG4 can also be considered to be the aforementioned virtual camera. The field of view of the first virtual object 410 can also be considered to be the shooting range of the virtual camera (the acute angle area formed by ray 401 and ray 402). When the second virtual object 400 is within the field of view of the first virtual object 410, the client displays a warning prompt message for the second virtual object 400. In other embodiments, as shown in sub-image b of FIG4 , the second virtual object 420 is still within the field of view of the first virtual object 430. However, due to the obstruction of the obstacle 440, the first virtual object 430 cannot directly see the second virtual object 420. In other words, the client cannot directly display the second virtual object 420 within the field of view of the first virtual object 430. In this case, the client may not directly display the second virtual object, but directly display the warning prompt message for the second virtual object. Optionally, not directly displaying the second virtual object can be implemented by: displaying the outline of the second virtual object, displaying the point of the second virtual object (for example, highlighting it with a dot), displaying the direction of the second virtual object, etc., which is not limited in this embodiment of the present application.

[0078] In some embodiments, the alert prompt information includes: type prompt information, which is used to indicate the alert status type of the second virtual object; and progress prompt information, which is used to indicate the alert status progress of the second virtual object. Among them, the type prompt information refers to the prompt information corresponding to the alert status type, and the type prompt information can be displayed in the form of text, numerical values, icons, etc. The progress prompt information refers to the prompt information corresponding to the alert status progress, and the progress prompt information can be displayed in the form of text, numerical values, icons, etc., which is not limited in the embodiments of the present application. Using type prompt information and progress prompt information to distinguish between indicating the alert status type and the alert status progress makes the alert status information display more intuitive and regular, which helps users quickly obtain the alert status type and alert status progress, and further improves the efficiency of information acquisition.

[0079] Optionally, each alert state type corresponds to a status identifier. After the client determines the alert state type of the second virtual object, it determines the status identifier corresponding to the alert state type and displays it on the virtual environment screen. Optionally, different alert state types correspond to different status identifiers, such as a progress bar (which can be a continuous progress bar or discrete progress points) to indicate the progress of the alert state. The embodiment of the present application does not limit the style of the status identifier.

[0080] For example, as shown in FIG5 , a warning prompt is displayed above the second virtual object's head. This warning prompt includes a status identifier corresponding to the alert state type (corresponding to the type prompt information) and a progress identifier corresponding to the alert state progress (corresponding to the progress prompt information, not shown in FIG5 ). As shown in FIG5 's sub-figure a, when the second virtual object is in a non-combat state, the client only displays the shield and the level within the shield (i.e., the status identifier corresponding to the non-combat state). In this case, the shield and the level 501 within the shield are considered to be the type prompt information corresponding to the non-combat state. As shown in FIG5 's sub-figure b, when the second virtual object is in an alert perception state, the client displays the shield and the exclamation mark within the shield (i.e., the status identifier corresponding to the alert perception state). In this case, the shield and the exclamation mark 502 within the shield are considered to be the type prompt information corresponding to the alert perception state. As shown in FIG5 's sub-figure c, when the second virtual object is in an alert search state, the client displays the shield and the question mark within the shield (i.e., the status identifier corresponding to the alert search state). In this case, the shield and the question mark 503 within the shield are considered to be the type prompt information corresponding to the alert search state.

[0081] Alternatively, the shields in sub-graphs a, b, and c of Figure 5 can each be considered a progress bar (i.e., a progress indicator) to serve as progress prompt information to indicate the progress of the second virtual object's alert state. As shown in Figure 6 , alert prompt information 601, alert prompt information 602, and alert prompt information 603 include not only type prompt information (shield + exclamation mark or a single exclamation mark) but also progress prompt information (a progress bar in the form of a shield). It is not difficult to see that the progress of the alert state indicated in alert prompt information 601, alert prompt information 602, and alert prompt information 603 is different.

[0082] In some embodiments, the type prompt information includes an alert status icon, with different alert status icons corresponding to different alert status types. The progress prompt information includes a progress bar superimposed on the alert status icon, and the progress prompt information can be used to indicate the progress of the alert status corresponding to the alert status type corresponding to the alert status icon. Superimposing the progress bar indicating the progress of the alert status with the alert status icon indicating the alert status type can effectively reduce the area occupied by the alert prompt information on the user interface, improve the utilization of the user interface, and help ensure the simplicity of the user interface.

[0083] For example, as shown in sub-figure a of FIG5 , the shield and the level 501 in the shield can also be considered as the alert status icon corresponding to the non-combat state. As shown in sub-figure b of FIG5 , the shield and the exclamation mark 502 in the shield can also be considered as the alert status icon corresponding to the alert perception state. As shown in sub-figure c of FIG5 , the shield and the question mark 503 in the shield can also be considered as the alert status icon corresponding to the alert search state. As shown in FIG6 , the progress prompt information is a progress bar superimposed on the alert status icon. Optionally, the progress prompt information is a progress bar superimposed on the alert status icon - the shield. Optionally, each alert status type corresponds to a different alert status icon, and this application does not limit the specific style of the alert status icon.

[0084] In some embodiments, the different alert state types include at least two of the following: a non-combat state, which refers to a state in which the surrounding environment is not perceived to be abnormal; an alert perception state, which refers to a state in which the surrounding environment is perceived to be abnormal but the cause of the abnormality has not been determined; an alert enhancement state, which refers to a state in which the surrounding environment is perceived to be abnormal and the cause of the abnormality has been determined; an alert conversion state, which refers to a state in which the surrounding environment is perceived to be abnormal and the cause of the abnormality is determined to be switched to a combat state based on the determined cause of the abnormality; and an alert search state, which refers to a state in which the surrounding environment is perceived to be abnormal and the cause of the abnormality is being searched for. By dividing the alert state into multiple different alert state types, the representation of virtual objects is enriched, while allowing users to obtain more accurate alert states, which is conducive to improving the user's gaming experience. In addition, for different alert state types, users need to take different measures, which improves the strategic nature of the game.

[0085] Perceiving abnormalities in the surrounding environment refers to the process of detecting whether abnormal events occur within the perception range. Such abnormal events include at least one of the following: a hostile virtual object passing by, another virtual object being killed or attacked, a battle occurring, or the appearance of multiple virtual objects. Abnormal events (or virtual objects that cause abnormal events) can be used as the cause of the abnormality. The perception range is determined based on the virtual object as a benchmark. It can be set and adjusted by the application designer based on actual usage requirements, and this embodiment of the application does not limit this.

[0086] The second virtual object in the alert perception state can sense an anomaly in the surrounding environment, but at this time does not perceive the specific cause of the anomaly (i.e., the cause of the anomaly). This will trigger the second virtual object to conduct a search (i.e., the process of searching for the cause of the anomaly). At this time, the alert state type has no effect on the behavior of the first virtual object, that is, the first virtual object can continue to act normally, such as continuing to assassinate the second virtual object. Optionally, the alert perception state can be rolled back. If the second virtual object in the alert perception state continues to be unable to discover the cause of the anomaly, the second virtual object will return to the non-combat state.

[0087] The second virtual object in the heightened alert state has discovered the cause of the anomaly and is able to locate the cause (usually the first virtual object). This will cause the second virtual object to increase its anger and engage in actions such as attacking. At this time, the alert state type has an impact on many of the first virtual object's behaviors, that is, some of the first virtual object's activities are restricted, such as being unable to continue assassinating the second virtual object. Optionally, the heightened alert state cannot be reversed and can only be eliminated by increasing the distance between the second virtual object and the first virtual object, leaving the first virtual object's line of sight, or waiting for a period of time. In other words, the second virtual object can only exit the alert state and cannot return to the alert perception state.

[0088] The second virtual object in the alert transformation state will change from the alert state to the combat state. At this time, the second virtual object has completed the entire process of sensing abnormalities in the surrounding environment and determining the cause of the abnormality, and can change its behavior based on the perception results to put itself into the combat state. At this time, the second virtual object will determine to attack the first virtual object, that is, the behavior of the first virtual object will be attacked by the second virtual object, realizing the transformation from the alert state to the combat state. The combat state does not belong to the alert state.

[0089] The second virtual object in the alert search state discovers abnormalities in the surrounding environment but does not find the cause of the abnormality. After the alert perception state, the second virtual object will enter the alert search state to find the cause of the abnormality in the surrounding environment. After the search result is reached, it will switch to the corresponding state. If the corresponding cause is found, it will switch to the combat state. If the search has no results, it will switch to the non-combat state.

[0090] For example, if a second virtual object detects gunshots, footsteps, or other sounds within its perception range, it is considered to have sensed an anomaly nearby. Based on server control, the second virtual object will inspect the location of the anomaly. However, the second virtual object may not necessarily discover the cause of the anomaly at that location. For example, if a first virtual object approaches the second virtual object but uses a gadget like invisibility, the second virtual object cannot detect the first virtual object. This means that the second virtual object, while sensing the anomaly, has not determined the specific cause. At this point, the second virtual object reverts from the alert perception state to the non-combat state. When the second virtual object senses an anomaly in its surroundings and continuously searches for the cause, it is considered to be in the alert search state. When the second virtual object discovers the first virtual object, it is considered to have determined the cause of the anomaly, and the second virtual object then switches to the heightened alert state. Furthermore, when the second virtual object determines to switch to the combat state based on the cause of the anomaly, it is considered to enter the alert transition state.

[0091] For example, as shown in sub-figure a of Figure 5 , the type prompt information indicates that the second virtual object is in a non-combat state. As shown in sub-figure b of Figure 5 , the type prompt information indicates that the second virtual object is in an alert perception state. As shown in sub-figure c of Figure 5 , the type prompt information indicates that the second virtual object is in an alert search state. As shown in sub-figure a of Figure 6 , the type prompt information indicates that the second virtual object is in a non-combat state. As shown in sub-figure b of Figure 6 , the type prompt information indicates that the second virtual object is in an alert perception state. As shown in sub-figure c of Figure 6 , the type prompt information indicates that the second virtual object is in an alert heightened state. As shown in sub-figure d of Figure 6 , the type prompt information indicates that the second virtual object is in an alert transformation state. Optionally, although the alert perception state, alert heightened state, and alert transformation state are all represented by a shield and exclamation mark, they are represented by different colors. For example, a white progress bar and a white shield are used to represent the alert perception state, a yellow progress bar and a yellow shield are used to represent the alert heightened state, and a red progress bar and a red shield are used to represent the alert transformation state. Optionally, the progress accumulation or rollback of each type of alert state can switch the alert state type.

[0092] As shown in Figure 7, even if the second virtual object 700 is blocked by other virtual objects (walls), as long as the second virtual object 700 is still within the line of sight of the first virtual object (the shooting angle of the virtual camera), the warning prompt message 701 of the second virtual object 700 is still displayed. Of course, the outline of the second virtual object 700 can also be displayed at this time to remind the first virtual object.

[0093] In some embodiments, the number of warning prompts for second virtual objects that can be displayed in the virtual environment and the perception distance of the second virtual object can be determined based on the first virtual object. The perception distance indicates the perception range and can be used as a criterion for determining whether the first virtual object is within the perception range of the second virtual object. For example, if the perception range is a circular area, the radius of the circular area can be the perception distance. The greater the perception distance, the earlier the warning prompt is displayed.

[0094] For example, the number of warning prompts of the second virtual object that can be displayed in the virtual environment screen and the perceived distance of the second virtual object can be determined according to the game level of the first virtual object.

[0095] Optionally, the first virtual object's game level can be determined based on historical game information of the user account containing the first virtual object, or based on the historical scores of the user account controlling the first virtual object. Optionally, first virtual objects with different game levels have different amounts of warning prompt information for second virtual objects that can be displayed in the virtual environment screen, as well as different perceived distances for the second virtual objects.

[0096] For example, when the first virtual object's game skill is low, more warning prompts for second virtual objects can be displayed in the virtual environment, and the perception distance of the second virtual objects is farther. In other words, when the user is a low-level player, by prompting the user with more second virtual objects and allowing the user to perceive second virtual objects at a greater distance, the first virtual object can perceive the second virtual object in advance and in all directions, thereby improving the game experience for low-level players.

[0097] In other embodiments, the first virtual object's actual combat level can be determined in real time based on its performance in the current game. Optionally, the number of warning prompts for second virtual objects that can be displayed in the virtual environment, as well as the perceived distance of the second virtual object, can be determined based on the first virtual object's corresponding actual combat level. This is because when the user controlling the first virtual object is not a regular user of the user account, the skill levels of the players in the game may be quite different, which can easily lead to a poor user experience. By determining the first virtual object's actual combat level in real time based on its performance in the current game, it is possible to promptly understand the first virtual object's actual combat level and adjust the display rules for warning prompts in real time. For high-level players, who have better judgment and perception, excessive prompts, that is, no excessive warning prompts, are required, which helps reduce data transmission overhead, data processing overhead, and data display overhead.

[0098] The technical solution provided by the embodiment of the present application, by displaying the warning prompt information of the second virtual object (such as the AI ​​virtual object) for the first virtual object in the virtual environment screen, allows the user to quickly obtain and understand the warning state type of the second virtual object indicated by the warning prompt information, as well as the warning state progress of the second virtual object, thereby improving the amount and efficiency of information acquisition. Based on the warning state progress, the user can know in advance whether the second virtual object is about to switch to another warning state type, thereby enabling the user to quickly obtain and understand the state changes of the virtual object, so as to adaptively take preventive measures in advance, thereby improving the efficiency of human-computer interaction.

[0099] Please refer to Figure 8, which shows a flowchart of a method for displaying prompt information provided by another embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the above-mentioned target application. In the following method embodiment, for the sake of convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (810-820):

[0100] Step 810 : Displaying a virtual environment screen. The virtual environment screen is a screen of observing the virtual environment from the perspective of the first virtual object. The virtual environment includes the first virtual object and at least one second virtual object.

[0101] Step 810 is the same as step 310 in the above embodiment. For the contents not described in the embodiment of this application, please refer to the above embodiment and will not be repeated here.

[0102] Step 820 : Display first prompt information around the first virtual object. The first prompt information is used to indicate relevant information of a second virtual object within a perception range of the first virtual object. The perception range is determined based on the virtual object.

[0103] In some embodiments, the surrounding area of ​​the first virtual object in step 820 can be considered to be an area related to the first virtual object. Optionally, the area is a circular area centered on the first virtual object. Optionally, the area is an area in front of the first virtual object. Optionally, the area is an area above the head of the first virtual object. This embodiment of the application does not limit the specific area of ​​the surrounding area of ​​the first virtual object.

[0104] In some embodiments, the perception range of the first virtual object can be considered as the field of view of the first virtual object, or as a circular area centered on the first virtual object. Considering that the perception range of the first virtual object includes not only visual perception, but also auditory perception, etc., the perception range of the first virtual object can also be determined based on the parameters of the first virtual object itself. Optionally, the perception range of the first virtual object is determined based on the visual parameters, auditory parameters, etc. of the first virtual object. Of course, the perception range of the first virtual object can be customized by the user who controls the first virtual object, or it can be set by the developer of the application. When the user who controls the first virtual object wants to increase the difficulty of the game, the perception range can be reduced. When the user who controls the first virtual object wants to reduce the difficulty of the game, the perception range can be increased. The embodiments of the present application do not limit the perception range.

[0105] In some embodiments, the first prompt information and the aforementioned alert prompt information are different prompt information. Optionally, the first prompt information is used to indicate relevant information about a second virtual object within the perception range of the first virtual object. In some embodiments, the relevant information about the second virtual object includes at least one of the following: the position of the second virtual object relative to the first virtual object, the alert state type of the second virtual object, the alert state progress of the second virtual object, and the distance of the second virtual object relative to the first virtual object.

[0106] In some embodiments, the manner in which the alert state type of the second virtual object and the alert state progress of the second virtual object are indicated in the first prompt information is different from the manner in which the alert state type of the second virtual object and the alert state progress of the second virtual object are indicated in the above-mentioned alert prompt information. Optionally, the identification of the alert state type is different, and the manner in which the alert state progress is displayed is different. Although the manner in which the first prompt information is displayed is different from the manner in which the alert prompt information is displayed, the first prompt information can also refer to the discussion of the alert state type and the alert state progress in the above-mentioned embodiment. Here, only the display type is different, and the displayed object is the same. The alert state type of the second virtual object and the alert state progress of the second virtual object indicated in the above-mentioned alert prompt information, and the alert state type of the second virtual object and the alert state progress of the second virtual object indicated in the first prompt information here, are one-to-one corresponding.

[0107] In some embodiments, the position 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. Alternatively, the server determines the position 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 sends the position of the second virtual object relative to the first virtual object to the client for display by the client.

[0108] In some embodiments, the distance 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. Alternatively, the server determines the distance 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 sends the distance of the second virtual object relative to the first virtual object to the client, which displays it.

[0109] Optionally, when indicating the distance of the second virtual object relative to the first virtual object through the first prompt information, there are at least two ways of indicating. One is to directly use the distance as a quantified value and display it in the first prompt information. The other is to characterize the distance of the second virtual object relative to the first virtual object based on the display position or display size of the first prompt information. Optionally, when the distance of the second virtual object relative to the first virtual object is large, the first prompt information is farther away from the first virtual object, and when the distance of the second virtual object relative to the first virtual object is small, the first prompt information is closer to the first virtual object. Optionally, when the distance of the second virtual object relative to the first virtual object is large, the display font or logo of the first prompt information is smaller, and when the distance of the second virtual object relative to the first virtual object is small, the display font or logo of the first prompt information is larger.

[0110] In some embodiments, the first prompt information includes graphical prompt elements corresponding to each second virtual object within the perception range of the first virtual object; wherein the direction of the graphical prompt element can be used to indicate the orientation of the second virtual object relative to the first virtual object; the color of the graphical prompt element can be used to indicate the alert state type of the second virtual object; and the length of the graphical prompt element can be used to indicate the alert state progress of the second virtual object.

[0111] Exemplarily, the above-mentioned graphical prompt element is an arc-shaped prompt element. For example, as shown in Figure 9, each graphical prompt element 901 represents the first prompt information of a first virtual object, and the graphical prompt element 901 is an arc-shaped prompt element. Optionally, the direction of the graphical prompt element 901 is used to indicate the orientation of the second virtual object relative to the first virtual object; the color of the graphical prompt element 901 is used to indicate the alert state type of the second virtual object; and the length of the graphical prompt element 901 is used to indicate the alert state progress of the second virtual object. For another example, as shown in Figure 10, it shows how to determine the orientation of the second virtual object 1002 relative to the first virtual object 1001. The relative angle (i.e., the angle of the position) between the second virtual object 1002 and the first virtual object 1001 can be determined based on the facing direction of the first virtual object 1001, and this angle is used as the orientation of the second virtual object 1002 relative to the first virtual object 1001. In some embodiments, the dynamic angle changes of +180 degrees and -180 degrees in the direction of the initial 0 point of the plane can be calculated by the angle between the second virtual object 1002 and the first virtual object 1001, and the first prompt information is given according to the angle.

[0112] In other embodiments, the graphical prompt element 901 shown in FIG9 also includes the distance of the second virtual object relative to the first virtual object, such as expressed in numerical form. In other embodiments, the different graphical prompt elements 901 shown in FIG9 may be displayed at different positions according to the distance of the second virtual object relative to the first virtual object. When the distance of the second virtual object relative to the first virtual object is large, the graphical prompt element 901 is farther away from the first virtual object, and when the distance of the second virtual object relative to the first virtual object is small, the graphical prompt element 901 is closer to the first virtual object. When the distance of the second virtual object relative to the first virtual object is large, the size of the graphical prompt element 901 is small, and when the distance of the second virtual object relative to the first virtual object is small, the size of the graphical prompt element 901 is large.

[0113] In some embodiments, different alert state types correspond to different graphical prompt elements, as shown in FIG11 , which displays different first prompt information. As shown in sub-figure a of FIG11 , first prompt information 1101 can be used to indicate that the second virtual object is in an alert perception state. As shown in sub-figure b of FIG11 , first prompt information 1102 can be used to indicate that the second virtual object is in an alert heightened state. As shown in sub-figure c of FIG11 , first prompt information 1103 can be used to indicate that the second virtual object is in an alert transition state. Optionally, the graphical prompt element changes as the alert state progresses. For example, as shown in sub-figures a, b, c, and d of FIG12 , the first virtual object reverts from an alert perception state to a non-alert state. The graphical prompt element 1201 corresponding to the alert perception state changes as the alert state progresses, until it finally changes to the graphical prompt element 1202 corresponding to the non-alert state.

[0114] The technical solution provided by the embodiment of the present application can help the user controlling the first virtual object quickly perceive the second virtual object by providing a first prompt information displayed around the first virtual object. Furthermore, based on the first prompt information, the user can know the position of the second virtual object relative to the first virtual object, the type of alert state of the second virtual object, and the progress of the alert state of the second virtual object, so that the user can obtain richer information from the prompt information, which is conducive to improving the efficiency of human-computer interaction. Furthermore, the use of graphical prompt elements to provide prompts for the first prompt information can improve the user's perception speed, thereby improving the user's reaction speed, and further improving the user's gaming experience.

[0115] Please refer to Figure 13, which shows a flowchart of a method for displaying prompt information provided by another embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the above-mentioned target application. In the following method embodiment, for the sake of convenience of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (1310-1320):

[0116] Step 1310 : Display a virtual environment screen. The virtual environment screen is a screen of observing the virtual environment from the perspective of the first virtual object. The virtual environment includes the first virtual object and at least one second virtual object.

[0117] Step 1310 is the same as step 310 in the above embodiment. For the contents not described in the embodiment of this application, please refer to the above embodiment and will not be repeated here.

[0118] Optionally, when the second virtual object is within the field of view of the first virtual object, warning prompt information is displayed around the second virtual object.

[0119] The surrounding area of ​​the second virtual object can be considered to be an area related to the second virtual object. Optionally, the area is a circular area centered on the second virtual object. Optionally, the area is an area in front of the second virtual object. Optionally, the area is an area above the head of the second virtual object. This embodiment of the application does not limit the specific areas included in the surrounding area of ​​the second virtual object.

[0120] The warning prompt information refers to the warning prompt information of the second virtual object with respect to the first virtual object, which is used to indicate the warning state type and warning state progress of the second virtual object with respect to the first virtual object.

[0121] Step 1320: When the second virtual object is outside the field of view of the first virtual object, a second prompt message is displayed in the virtual environment screen, where the second prompt message is used to indicate at least one of the following: the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object.

[0122] The second prompt information may be prompt information determined based on the above-mentioned warning prompt information, which does not need to be displayed around the second virtual object. It can be understood as warning prompt information of the second virtual object outside the viewing range of the first virtual object.

[0123] In some embodiments, the second prompt information is different from the alert prompt information and the first prompt information. Optionally, the second prompt information can be used to indicate the position, distance, alert state type, and alert state progress of a second virtual object outside the field of view of the first virtual object.

[0124] The orientation may refer to the orientation 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 of the second virtual object relative to the first virtual object, and the alert state progress may refer to the alert state progress of the second virtual object relative to the first virtual object.

[0125] Optionally, as shown in FIG4 , if second virtual object 420 cannot be directly seen by first virtual object 430, it may be determined that second virtual object 420 is outside the field of view of first virtual object 430, and the client may display second prompt information for second virtual object 420. In other embodiments, when the second virtual object is outside the field of view of the first virtual object (i.e., outside the sector-shaped area formed by the acute angle formed by ray 401 and ray 402), the client may display second prompt information in the virtual environment screen, and the second prompt information may be used to indicate at least one of the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object.

[0126] In some embodiments, the specific manner in which the second prompt information indicates the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object is not limited. Optionally, a number is used to represent the distance between the second virtual object and the first virtual object, and an arrow is used to represent the position of the second virtual object relative to the first virtual object. Different symbols are used to represent different alert state types, and different color progress is used to represent different alert state progress. For example, as shown in Figure 14, the second prompt information 1400 is used to indicate the position, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object (for example, under water). The embodiments of the present application also do not limit the display position of the second prompt information. In some embodiments, when the second virtual object is outside the field of view of the first virtual object, the second prompt information is displayed at the edge of the virtual environment screen. The second prompt information can also be displayed on the line connecting the positions of the first virtual object and the second virtual object.

[0127] In some embodiments, when the first virtual object leaves the perception range of the second virtual object, the alert state type and alert state progress of the second virtual object are continuously updated. Then, the embodiments of the present application may further include the following content: within a first time period after the first virtual object leaves the perception range of the second virtual object, if a third virtual object enters the perception range of the second virtual object at a first moment, then the alert prompt information of the second virtual object for the third virtual object is continuously updated starting from the alert state type and alert state progress at the first moment.

[0128] Optionally, the third virtual object and the first virtual object have a hostile relationship. The first time period can be set and adjusted based on actual usage needs, and the first moment indicates when the third virtual object enters the perception range of the second virtual object. If the above conditions are met, the third virtual object can inherit the second virtual object's warning prompt information for the first virtual object.

[0129] For example, if a first virtual object is the sole cause of a change in the alert state of a second virtual object, even if the first virtual object leaves the second virtual object's perception range, the second virtual object's alert state type and alert state progress will continue to update. This means that the second virtual object will not exit the alert state directly, but will instead undergo a rollback process. For example, the second virtual object's alert state progress will roll back. Whether to roll back to the next alert state type can be determined by detecting whether other factors causing the second virtual object to become alert occur within a threshold time. If not, after the threshold time is met, the second virtual object's alert state progress will continue to roll back until it returns to a non-combat state. Optionally, during the process of rolling back the alert state progress and the alert state type, if a third virtual object enters the perception range of the second virtual object, the second virtual object is controlled to stop rolling back the alert state progress, and the alert state type and alert state progress of the second virtual object are determined again based on the alert state type and alert state progress of the second virtual object at the moment when the third virtual object enters the perception range of the second virtual object, so that the third virtual object inherits the alert prompt information of the second virtual object for the first virtual object.

[0130] In some embodiments, when a first virtual object meets the conditions for escaping from the alert of a second virtual object, the alert state type and alert state progress of the second virtual object are continuously updated. Within a first period after the first virtual object escaping from the alert of the second virtual object, if a third virtual object that has a hostile relationship with the second virtual object enters the perception range of the second virtual object at a first moment, the second virtual object's alert prompt information for the third virtual object is controlled to continue updating starting from the alert state type and alert state progress at the first moment.

[0131] Optionally, the above-mentioned conditions for escaping the second virtual object's alert include but are not limited to at least one of the following: the first virtual object is not within the second virtual object's line of sight, the distance between the first virtual object and the second virtual object is greater than a threshold, the first virtual object dies, and the first virtual object uses a prop (such as an invisibility prop). When the first virtual object meets the conditions for escaping the second virtual object's alert, the first virtual object is no longer the cause of the second virtual object's alert. At this time, the second virtual object's alert state type will be reverted. During the reversion process, if there are no other reasons for alerting, it will return to a non-combat state. If other reasons for alerting appear during the reversion process, the alert state type and alert state progress of the second virtual object will be recalculated from the moment the other reasons for alerting appear.

[0132] In some embodiments, the perception range of the second virtual object can be set by the user account corresponding to the first virtual object, or can be designed by the developer of the application. Optionally, when the user can change the perception range of the second virtual object, the change can be made not only in real time during the game, but also in advance outside the game, which is not limited in this embodiment of the application.

[0133] In this embodiment of the present application, the inheritance of the alert state of the second virtual object (also known as enemy soldier inheritance) is implemented. Enemy soldier inheritance can enhance the user's experience in the virtual environment. In other words, it is possible that an enemy soldier is clearly alerted by another player (third virtual object), but if the current user (first virtual object) happens to pass by, the enemy soldier will also attack the first virtual object, thereby enhancing the vividness of the virtual environment.

[0134] In addition, when the second virtual object is outside the field of view of the first virtual object, the second prompt information is displayed to indicate the direction, distance, alert status type, and alert status progress of the second virtual object, which is conducive to enriching the display content and display form of the prompt information, thereby enhancing human-computer interaction.

[0135] Below, the technical solution provided in the embodiment of the present application is exemplarily described from the perspective of the server.

[0136] Please refer to Figure 15, which shows a flowchart of a method for displaying prompt information provided by another embodiment of the present application. The execution subject of each step of the method can be the server 20 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the server of the above-mentioned target application. In the following method embodiment, for the sake of convenience, only the execution subject of each step is introduced as the "server". The method can include at least one of the following steps (1510-1520):

[0137] Step 1510: Determine state data of at least one second virtual object based on the operation data reported by at least one client. The state data is used to represent the alert state of the second virtual object. The state data includes the alert state type and alert state progress of the second virtual object.

[0138] In some embodiments, the server receives operation data reported by at least one client and determines environmental data corresponding to the perception range of the second virtual object; matches the environmental data with a state rule library corresponding to the second virtual object, where the state rule library records state achievement conditions and state progress change conditions corresponding to at least one alert state type; when the environmental data meets the state achievement conditions corresponding to the target alert state type in the state rule library, determines the target alert state type as the alert state type of the second virtual object; 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 of the second virtual object and the alert state progress of the second virtual object.

[0139] Among them, the status data may refer to data used to describe the status of the virtual object. In the embodiment of the present application, the status data may refer to data used to describe the alert status of the second virtual object, such as the status data including data used to describe the alert status type and alert status progress of the second virtual object (i.e., data used to describe the above-mentioned alert prompt information).

[0140] The operation data may refer to data generated by a user's operation. In some embodiments, the operation data includes the user's operation, the location of a virtual object controlled by the user, the posture of the virtual object, and the like. Optionally, each client corresponding to the virtual environment needs to report the operation data to the server. Optionally, the server determines the environment data corresponding to the perception range of each second virtual object based on the operation data and the perception range of each second virtual object.

[0141] Environmental data refers to data used to describe the virtual environment, such as the environmental data corresponding to the perception range of the second virtual object is used to describe the virtual environment within the perception range of the second virtual object. Optionally, the environmental data includes a series of data used to describe whether there are other virtual objects, the locations of other virtual objects, whether there are abnormal sounds, etc. The environmental data is matched with the state rule library corresponding to the second virtual object, and the state rule library records the state achievement conditions and state progress change conditions corresponding to at least one alert state. The state achievement condition refers to the condition for changing to a certain type of alert state, and the state progress change condition refers to the condition that causes the alert state type to change. For example, the condition for the second virtual object to enter the alert perception state is that there is at least one other virtual object within the perception range of the second virtual object. When it is determined based on the environmental data that at least one other virtual object exists within the perception range of the second virtual object, the server determines the alert state type of the second virtual object as an alert perception state; determines the alert state progress of the second virtual object based on the environmental data and a state progress change condition corresponding to the target alert state (e.g., controlling the alert state progress to increase accordingly based on the time that the other virtual object stays within the perception 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 can refer to any alert state type corresponding to the alert state.

[0142] In some embodiments, the alert state is managed by the enemy soldier's AI state bottom layer, such as by obtaining values ​​through the AI's behavior tree to manage the alert state. In some embodiments, different behaviors of the user-controlled virtual object may cause the enemy soldier (second virtual object) to generate different alert values. The corresponding reaction is retrieved from the enemy soldier's reaction library based on this alert value and executed. This is also called a state management mechanism at the bottom layer of the second virtual object. This state management mechanism contains a library of various conditions and corresponding reaction mechanisms that will occur after the enemy soldier enters alert, and combines various reasons (such as the behavior of the first virtual object) to control the enemy soldier to perform various behaviors such as alert, combat, ignoring, and patrolling.

[0143] Step 1520: Send the status data of the second virtual object to the first client where the first virtual object is located. The status data is used to display a warning prompt information of the second virtual object in the virtual environment screen displayed on the first client. The first virtual object and the second virtual object are in a hostile relationship. The warning prompt 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 the switching between different warning state types.

[0144] The first client displays and updates warning information for the second virtual object in the virtual environment based on the status data, and controls the second virtual object to respond to the first virtual object's behavior based on the status data. Optionally, different warning status types are used to indicate different responses of the second virtual object to the first virtual object.

[0145] In some embodiments, when a first virtual object leaves the perception range of a second virtual object, the server continues to update the alert state type and alert state progress of the second virtual object; within a first time period after the second virtual object leaves the perception range of the second virtual object, if a third virtual object that has a hostile relationship with the second virtual object enters the perception range of the second virtual object at a first moment, the second virtual object is controlled to display a warning prompt information for the third virtual object, and the alert state type and alert state progress at the first moment are continuously updated.

[0146] For the contents not described in the embodiments of this application, please refer to the above embodiments (such as the above terminal side embodiments), which will not be repeated here.

[0147] Please refer to Figure 16, which shows a block diagram of a method for determining the alert status type provided by one embodiment of the present application. The execution entity of each step of this method can 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 execution entity of each step can be the client or backend server of the target application described above. In the following method embodiments, for ease of description, only the execution entity of each step is described as a "computer device."

[0148] In some embodiments, as shown in block diagram 1600 of Figure 16, a determination is first made as to whether an abnormal event has occurred that would cause the enemy soldier to be alert. If so, the enemy soldier is controlled to enter an alert perception state, and the corresponding alert state progress begins to increase. If not, the enemy soldier is controlled to enter a non-combat state. After the enemy soldier enters the alert perception state, a determination is made as to whether the enemy soldier can discover the cause of the alert within a specified time period. If so, the enemy soldier is controlled to enter an enhanced alert state. If not, the alert state progress is regressed until it returns to a non-combat state. After the enemy soldier enters the enhanced alert state, the corresponding alert state progress begins to increase. A determination is then made as to whether the protagonist (e.g., the first virtual object) can meet the conditions for disengaging from alert within a specified time period. If so, the enemy soldier is controlled to switch states and enter a combat state. If not, the enemy soldier is controlled to enter an alert search state. Conditions for triggering alert include: hearing footsteps (footstep volume reaching a certain threshold), the presence of a corpse within the enemy soldier's patrol area, or seeing a player-controlled virtual object walk past. The conditions for escaping from alert include: staying out of sight, increasing distance, squatting to reduce noise, finding hidden bushes and staying away, etc.

[0149] In the embodiment of the present application, the enemy soldier may refer to the second virtual object mentioned above, and the protagonist may refer to the first virtual object mentioned above.

[0150] Please refer to Figure 17, which shows a block diagram of a method for inheriting an alert state according to one embodiment of the present application. The execution entity of each step of this method can be a terminal device 10 or a server 20 in the implementation environment of the solution shown in Figure 1. For example, the execution entity of each step can be the client or backend server of the target application described above. In the following method embodiments, for ease of description, only a "computer device" will be used as the execution entity of each step.

[0151] In some embodiments, as shown in block diagram 1700 of FIG. 17 , a determination is made as to whether player A has caused an enemy soldier to become alert. If so, the enemy soldier is controlled to enter an alert state, and an alert prompt message is displayed to players who meet the conditions. If not, the enemy soldier is controlled to enter a non-combat state. A further determination is made as to whether player A has achieved the conditions for becoming disengaged from alert within a specified timeframe. If so, the enemy soldier is controlled to remain in an alert state. If not, player A is determined to have acquired the enemy soldier's alert and combat aggro targets. If the enemy soldier remains in an alert state (optionally, regardless of whether player A has escaped the enemy soldier's perception range), a determination is then made as to whether player B appears within the enemy soldier's detection range (perception range) within a specified timeframe. If so, player B is determined to have inherited the enemy soldier's alert and acquired subsequent combat aggro targets. If not, the enemy soldier is controlled to enter an alert search state. This embodiment of the present application fully presents the detailed process of this enemy soldier's alert state transition, and in multiplayer mode, the alert state can be inherited from player A to player B.

[0152] In the embodiment of the present application, the enemy soldier may refer to the second virtual object, the player A may refer to the first virtual object, and the player B may refer to the third virtual object.

[0153] The technical solution provided by the embodiment of the present application, by displaying the warning prompt information of the second virtual object (such as the AI ​​virtual object) for the first virtual object in the virtual environment screen, allows the user to quickly obtain and understand the warning state type of the second virtual object indicated by the warning prompt information, as well as the warning state progress of the second virtual object, thereby improving the amount and efficiency of information acquisition. Based on the warning state progress, the user can know in advance whether the second virtual object is about to switch to another warning state type, thereby enabling the user to quickly obtain and understand the state changes of the virtual object, so as to adaptively take preventive measures in advance, thereby improving the efficiency of human-computer interaction.

[0154] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.

[0155] Please refer to Figure 18, which shows a block diagram of a device for displaying prompt information provided by one embodiment of the present application. The device has the function of implementing the above-mentioned method example, and the function can be implemented by hardware or by hardware executing corresponding software. The device can be the terminal device described above, or it can be set in a terminal device. As shown in Figure 18, the device 1800 can include: a screen display module 1810 and an information display module 1820.

[0156] A screen display module 1810 is configured to display a virtual environment screen, wherein the virtual environment screen is a screen of the virtual environment observed from the perspective of a first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object;

[0157] Information display module 1820 is used to display the warning prompt information of the second virtual object to the first virtual object in the virtual environment screen, where the warning prompt information is used to indicate the warning state type and warning state progress of the second virtual object, and the warning state progress is used to control the switching between different warning state types, and different warning state types are used to indicate different reactions of the second virtual object to the first virtual object.

[0158] In some embodiments, the alert prompt information includes: type prompt information, used to indicate the alert state type of the second virtual object; and progress prompt information, used to indicate the alert state progress of the second virtual object.

[0159] In some embodiments, the type prompt information includes an alert state icon, different alert state icons correspond to different alert state types, and the progress prompt information includes a progress bar superimposed on the alert state icon.

[0160] In some cases, the different alert status types include at least two of the following: a non-combat state, which refers to a state in which the surrounding environment is not perceived to be abnormal; an alert perception state, which refers to a state in which the surrounding environment is perceived to be abnormal but the cause of the abnormality is not determined; an alert enhancement state, which refers to a state in which the surrounding environment is perceived to be abnormal and the cause of the abnormality is determined; an alert conversion state, which refers to a state in which the surrounding environment is perceived to be abnormal and the state of switching to a combat state is determined based on the determined cause of the abnormality; an alert search state, which refers to a state in which the surrounding environment is perceived to be abnormal and the cause of the abnormality is being searched for.

[0161] In some embodiments, the information display module 1820 is further used to display first prompt information around the first virtual object, where the first prompt information is used to indicate relevant information of the second virtual object within the perception range of the first virtual object, and the perception range is determined based on the virtual object.

[0162] In some embodiments, the relevant information of the second virtual object includes at least one of the following: the position of the second virtual object relative to the first virtual object; the alert state type of the second virtual object; and the alert state progress of the second virtual object.

[0163] In some embodiments, the first prompt information includes a graphical prompt element corresponding to each of the second virtual objects within the perception range of the first virtual object; the direction of the graphical prompt element is used to indicate the orientation of the second virtual object relative to the first virtual object; the color of the graphical prompt element is used to indicate the alert status type of the second virtual object; and the length of the graphical prompt element is used to indicate the alert status progress of the second virtual object.

[0164] In some embodiments, the information display module 1820 is further configured to:

[0165] When the second virtual object is within the field of view of the first virtual object, displaying the warning prompt information around the second virtual object;

[0166] Alternatively, when the second virtual object is outside the field of view of the first virtual object, second prompt information is displayed in the virtual environment screen, and the second prompt information is used to indicate at least one of the following: the direction, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object.

[0167] In some embodiments, when the first virtual object leaves the perception range of the second virtual object, the alert state type and alert state progress of the second virtual object are continuously updated; the information display module 1820 is further configured to, within a first period after the first virtual object leaves the perception range of the second virtual object, if a third virtual object enters the perception range of the second virtual object at a first moment, continue to update the alert prompt information of the second virtual object for the third virtual object starting from the alert state type and alert state progress at the first moment.

[0168] The technical solution provided by the embodiment of the present application, by displaying the warning prompt information of the second virtual object (such as the AI ​​virtual object) for the first virtual object in the virtual environment screen, allows the user to quickly obtain and understand the warning state type of the second virtual object indicated by the warning prompt information, as well as the warning state progress of the second virtual object, thereby improving the amount and efficiency of information acquisition. Based on the warning state progress, the user can know in advance whether the second virtual object is about to switch to another warning state type, thereby enabling the user to quickly obtain and understand the state changes of the virtual object, so as to adaptively take preventive measures in advance, thereby improving the efficiency of human-computer interaction.

[0169] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0170] Please refer to Figure 19, which shows a block diagram of a terminal device 1900 provided in one embodiment of the present application. The terminal device 1900 may be the terminal device 10 in the implementation environment shown in Figure 1, and is used to implement the display method of prompt information provided in the above embodiment. Specifically:

[0171] Typically, the terminal device 1900 includes: a processor 1901 and a memory 1902 .

[0172] The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1901 may also include an AI processor for processing computing operations related to machine learning.

[0173] Memory 1902 may include one or more computer-readable storage media, which may be non-transitory. Memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in memory 1902 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned prompt information display method.

[0174] In some embodiments, terminal device 1900 may optionally include a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1903 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1904, a display screen 1905, an audio circuit 1907, and a power supply 1908.

[0175] Those skilled in the art will understand that the structure shown in FIG19 does not constitute a limitation on the terminal device 1900 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0176] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium. When the computer program is executed by a processor, the method for displaying the prompt information is implemented.

[0177] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0178] In an exemplary embodiment, a computer program product is further provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the above-described method for displaying prompt information.

[0179] It should be noted that this application can display a prompt interface, pop-up window or output voice prompt information before collecting the user's relevant data and during the process of collecting the user's relevant data. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are processed strictly in accordance with the requirements of relevant national laws and regulations. The informed consent or separate consent of the personal information subject is obtained only when the user agrees and authorizes the collection, and the subsequent data use and processing behavior is carried out within the scope of the laws and regulations and the authorization of the personal information subject. The collection, use and processing of relevant user data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the virtual environment, operation data, user accounts, etc. involved in this application are all obtained with full authorization.

[0180] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.

[0181] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A method for displaying prompt information, the method being executed by a terminal device, the method comprising: Displaying a virtual environment picture, wherein the virtual environment picture is a picture of the virtual environment observed from the perspective of the first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object; In the virtual environment screen, warning prompt information of the second virtual object for the first virtual object is displayed, and the warning prompt 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 the switching between different warning state types, and different warning state types are used to indicate different reactions of the second virtual object to the first virtual object.

2. The method according to claim 1, wherein: The warning prompt information includes: Type prompt information, used to indicate the alert state type of the second virtual object; The progress prompt information is used to indicate the progress of the alert state of the second virtual object.

3. The method according to claim 2, wherein: The type prompt information includes an alert state icon, and different alert state icons correspond to different alert state types. The progress prompt information includes a progress bar superimposed on the alert state icon.

4. The method according to any one of claims 1 to 3, wherein: The different alert status types include at least two of the following: The non-combat state refers to the state where the surrounding environment is not perceived to be abnormal; The alert perception state refers to the state where the surrounding environment is perceived to be abnormal, but the cause of the abnormality has not been determined; The alert enhancement state refers to the state where the surrounding environment is perceived to be abnormal and the cause of the abnormality is determined; The alert conversion state refers to the state in which the surrounding environment is sensed to be abnormal, and the state of switching to the combat state is determined based on the cause of the abnormality; The alert search state refers to the state in which the surrounding environment is sensed to be abnormal and the cause of the abnormality is being searched.

5. The method according to any one of claims 1 to 4, wherein: The method further comprises: First prompt information is displayed around the first virtual object, where the first prompt information is used to indicate relevant information of the second virtual object within a perception range of the first virtual object, where the perception range is determined based on the virtual object.

6. The method according to claim 5, wherein: The relevant information of the second virtual object includes at least one of the following: the position of the second virtual object relative to the first virtual object; the alert state type of the second virtual object; The alert state progress of the second virtual object.

7. The method according to any one of claims 5 to 6, wherein: The first prompt information includes graphical prompt elements corresponding to each of the second virtual objects within the perception range of the first virtual object; The direction of the graphical prompt element is used to indicate the position of the second virtual object relative to the first virtual object; The color of the graphical prompt element is used to indicate the alert state type of the second virtual object; The length of the graphical prompt element is used to indicate the progress of the alert state of the second virtual object.

8. The method according to any one of claims 1 to 7, wherein: The method further comprises: When the second virtual object is within the field of view of the first virtual object, The warning prompt information is displayed on the side of the elephant; or, When the second virtual object is outside the field of view of the first virtual object, second prompt information is displayed in the virtual environment screen, and the second prompt information is used to indicate at least one of the following: the direction, distance, alert state type, and alert state progress of the second virtual object outside the field of view of the first virtual object.

9. The method according to any one of claims 1 to 8, wherein: When the first virtual object leaves the perception range of the second virtual object, the alert state type and alert state progress of the second virtual object are continuously updated; the method further includes: Within a first time period after the first virtual object leaves the perception range of the second virtual object, if a third virtual object enters the perception range of the second virtual object at a first moment, the warning prompt information of the second virtual object for the third virtual object continues to be updated starting from the warning state type and the warning state progress at the first moment.

10. A display device for prompt information, the device comprising: A picture display module, used for displaying a virtual environment picture, wherein the virtual environment picture is a picture of the virtual environment observed from the perspective of the first virtual object, and the virtual environment includes the first virtual object and at least one second virtual object; an information display module, configured to display, in the virtual environment screen, warning prompt information of the second virtual object with respect to the first virtual object, wherein the warning prompt information is configured to indicate a warning state type and a warning state progress of the second virtual object, wherein the warning state progress is configured to control switching between different warning state types, and different warning state types are configured to indicate different reactions of the second virtual object to the first virtual object.

11. A terminal device, comprising a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement 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, wherein the computer program is loaded and executed by a processor to implement the method according to any one of claims 1 to 9.

13. A computer program product, comprising a computer program, wherein the computer program is stored in a computer-readable storage medium, and a processor reads and executes the computer program from the computer-readable storage medium to implement the method according to any one of claims 1 to 9.

Citation Information

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