In-game information display method and apparatus, electronic device, and storage medium
By displaying prompt information on the graphical user interface, the problem of players' difficulty in determining the timing of pitching is solved, teammates' willingness to pass the ball and game winning rate are improved, and game experience and resource utilization are improved.
Patent Information
- Application Number
- PCT/CN2025/072776
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-27
- Filing Date
- 2025-01-16
- Publication Date
- 2025-09-04
AI Technical Summary
In sports competitive games, it is difficult for players to accurately judge the timing of pitching, resulting in failure of pitching, reducing the gaming experience and wasting virtual resources.
The prompt message is displayed on the graphical user interface, prompting teammates to pass the ball when the controlled virtual character meets reasonable reception conditions, improving teammates' willingness to pass the ball and game winning rate.
It improves the virtual resource utilization rate of the game server and the probability of winning the game, and improves the player's gaming experience.
Smart Images

Figure CN2025072776_04092025_PF_FP_ABST
Abstract
Description
Method, device, electronic device and storage medium for displaying information in a game
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This disclosure claims priority to Chinese patent application number 202410217183.6, filed on February 27, 2024, entitled “A method, device, electronic device and storage medium for displaying information in a game”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic device, and storage medium for displaying information in a game. Background Art
[0004] With the development of the electronic entertainment industry and terminal device technology, a large number of games with diverse themes have emerged. As a form of entertainment and leisure, games are favored by many players and can meet the needs of different players. Among them, sports games, which simulate various sports events, are gaining popularity. For example, ball sports games require multiple virtual characters in the same team to cooperate with each other to transport a virtual ball to a designated area to score points.
[0005] In a game, victory or defeat depends not only on the player's skill but also on the close coordination of team members. However, in related technologies, when a virtual player receives the ball, a game effect similar to a "pitcher badge" is triggered. However, this can cause players to be unable to accurately judge the timing of their pitch. This can lead to situations where, even if a badge representing a pitching attribute bonus is triggered, the pitch may still fail due to interference from enemy players. This can lead to players feeling frustrated and significantly reduce their willingness to pass the ball, resulting in a poor gaming experience. Furthermore, if teammates are unwilling to pass the ball to the player, this can lead to poor coordination within the team, resulting in a waste of virtual resources on the game server.
[0006] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute relevant technology known to ordinary technicians in the field. Summary of the Invention
[0007] In view of this, the embodiments of the present disclosure at least provide a method, device, electronic device and storage medium for displaying information in a game, which can not only improve the utilization rate of the virtual resources of the game server, but also increase the probability of winning the game, thereby enhancing the player's gaming experience.
[0008] This disclosure mainly includes the following aspects:
[0009] In a first aspect, embodiments of the present disclosure provide a method for displaying information in a game, wherein a virtual scene is provided on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other, wherein the virtual characters from different camps compete with each other for a virtual sphere in the virtual scene. The method comprises:
[0010] In response to a movement instruction for a controlled virtual character, controlling the controlled virtual character to move in the virtual scene; the controlled virtual character is a virtual character in the first camp that currently does not hold the virtual sphere;
[0011] In response to the controlled virtual character satisfying a reasonable ball-catching condition, a first prompt message is displayed on the graphical user interface; the reasonable ball-catching condition includes that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character; the first prompt message is used to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0012] In a second aspect, embodiments of the present disclosure further provide an in-game information display device that provides, on a graphical user interface of a terminal device, a virtual scene for virtual characters from different camps to interact with each other. In the virtual scene, the virtual characters from different camps compete with each other for a virtual sphere. The device includes:
[0013] a first control module configured to execute a movement instruction for a controlled virtual character, and control the controlled virtual character to move in the virtual scene; the controlled virtual character is a virtual character in the first camp that currently does not hold the virtual sphere;
[0014] The first display module is configured to display a first prompt message on the graphical user interface in response to the controlled virtual character satisfying a reasonable ball catching condition; the reasonable ball catching condition includes that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character; the first prompt message is used to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0015] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the above-mentioned method for displaying information in the game.
[0016] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned method for displaying information in the game are executed.
[0017] The embodiments of the present disclosure provide a method, device, electronic device, and storage medium for displaying in-game information. When a controlled virtual character in a first camp that does not currently hold a virtual ball meets reasonable conditions for receiving a ball, a first prompt message is displayed on a graphical user interface to prompt a target virtual character in the first camp to pass the virtual ball to the controlled virtual character, thereby increasing the willingness of teammates to pass the ball. Compared with the related art, after the controlled virtual character receives the ball, the player needs to judge the timing of the shot by himself, which easily leads to the situation that even though a badge representing the bonus of outside shooting attributes is triggered, the shot still fails due to interference from enemy players, causing the player to feel frustrated when the shot fails, reducing the willingness of teammates to pass the ball to him, wasting virtual resources of the game server, and pooring the player's gaming experience. The present disclosure prompts teammates to pass the ball when it detects that the controlled virtual character runs out of an open position. This can not only improve the utilization rate of the virtual resources of the game server, but also increase the probability of winning the game, thereby improving the player's gaming experience.
[0018] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0020] FIG1 shows a flow chart of a method for displaying information in a game provided by one embodiment of the present disclosure;
[0021] FIG2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;
[0022] FIG3 shows a flowchart of another method for displaying information in a game provided by one embodiment of the present disclosure;
[0023] FIG4 is a second schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0024] FIG5 is a third schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0025] Figure 6 shows one functional module diagram of a game information display device provided in one embodiment of the present disclosure;
[0026] FIG7 shows a second functional module diagram of a device for displaying information in a game according to one embodiment of the present disclosure;
[0027] FIG8 shows a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION
[0028] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. It should be understood that the drawings in the present disclosure are only for the purpose of illustration and description and are not used to limit the scope of protection of the present disclosure. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in the present disclosure illustrate operations implemented according to some embodiments of the present disclosure. It should be understood that the operations of the flowchart can be implemented out of sequence, and steps that do not have a logical context relationship can be reversed in order or implemented simultaneously. In addition, those skilled in the art, guided by the contents of the present disclosure, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0029] In addition, the described embodiments are only a part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.
[0030] In order to enable those skilled in the art to use the contents of this disclosure, the following implementation methods are given in combination with the specific application scenario of "virtual sports competition". For those skilled in the art, the general principles defined here can be applied to other embodiments and application scenarios without departing from the spirit and scope of this disclosure.
[0031] First, a brief introduction to the names involved in the embodiments of the present disclosure is given:
[0032] (1) Terminal equipment
[0033] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling operations on a virtual character. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include but is not limited to any one of the following devices: a laptop computer, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0034] (2) Graphical User Interface
[0035] A graphical user interface is a display interface for communication between humans and computers. It allows users to manipulate virtual characters, icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate virtual characters, icons, or menu options on the screen by performing touch operations on the touch screen of a touch terminal, thereby manipulating the virtual character to select commands, start programs, or perform other tasks.
[0036] (3) Virtual Scene
[0037] A virtual scene is a game scene displayed (or provided) when an application is running on a terminal or server, i.e., the scene used during normal game play. Within the game scene, virtual characters can perform actions such as movement and skill usage, controlled by user (i.e., player) commands issued to the terminal device. Optionally, the game scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene, and a three-dimensional virtual interactive scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, with virtual parameters available to the at least two virtual characters. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0038] (4) Virtual Characters
[0039] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, an animated character, etc. The virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) set through training to compete in a virtual environment. Optionally, the virtual character is a virtual character that competes in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle, which is not limited in the embodiments of the present disclosure.
[0040] In an optional embodiment, the user can control the virtual character to move in the virtual scene, for example, to control the virtual character to run, jump, crawl, etc., and can also control the virtual character to fight with other virtual characters using the skills, virtual props, etc. provided by the application. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.
[0041] The in-game information display method provided by the embodiment of the present disclosure can be run on a local terminal device or a server. When the in-game information display method is run on a server, the information processing method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0042] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0043] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0044] Secondly, the application scenarios to which the present disclosure is applicable are introduced. The present disclosure can be applied to sports competitive games, such as ball sports games, etc. Take basketball competitive games as an example to illustrate: in existing related basketball competitive games, the game experience other than basketball is enhanced for players during the process of basketball confrontation. The in-game battle game content of basketball competitive games usually includes one player controlling one player to compete with different players controlled by other opponent players, and performing a series of physical actions in the basketball court that simulate real basketball games, including catching the ball, passing, shooting, dunking, stealing, blocking, rebounding, intercepting, jump ball, positioning, pick-and-roll, etc., to score goals and ultimately win.
[0045] In a game, victory or defeat depends not only on the player's skill but also on the close coordination of team members. However, in related technologies, when a virtual player receives the ball, a game effect similar to a "pitcher badge" is triggered. However, this can cause players to be unable to accurately judge the timing of their pitch. This can lead to situations where, even if a badge representing a pitching attribute bonus is triggered, the pitch may still fail due to interference from enemy players. This can lead to players feeling frustrated and significantly reduce their willingness to pass the ball, resulting in a poor gaming experience. Furthermore, if teammates are unwilling to pass the ball to the player, this can lead to poor coordination within the team, resulting in a waste of virtual resources on the game server.
[0046] Based on this, the embodiments of the present disclosure provide a method, device, electronic device and storage medium for displaying information in a game. When the controlled virtual character is detected to run out of an open space, the method prompts teammates to pass the ball, which not only improves the utilization rate of the virtual resources of the game server, but also increases the probability of winning the game, thereby enhancing the player's gaming experience.
[0047] In an embodiment of the present disclosure, a virtual scene is provided on a graphical user interface of a terminal device for virtual characters from different camps to interact. In the virtual scene, the virtual characters from different camps compete for a virtual ball. The movement of the virtual character that is not currently holding the virtual ball can be controlled to create an opportunity for the controlled virtual character to meet reasonable conditions for catching the ball (such as running into an "open position"). Then, the target virtual character (teammate) holding the virtual ball passes the virtual ball to the controlled virtual character, and the controlled virtual character scores by shooting the ball, thereby advancing the game process in a cooperative manner.
[0048] The terminal device involved here is mainly used to provide a graphical user interface and an intelligent device that can control the virtual character. The terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.
[0049] Specifically, the virtual scene includes virtual characters from different camps, such as a controlled virtual character, several friendly virtual characters (all belonging to the first camp, such as the target virtual character), and several enemy virtual characters (all belonging to the second camp), as well as a virtual sphere that the virtual characters from different camps are competing for. For example, for the first camp to win the game, it must first reach a preset score threshold for its settled score in the current game. Only then can the controlled virtual character and several friendly virtual characters in the first camp win the game. Conversely, if the second camp reaches the preset score threshold first, the first camp loses the game.
[0050] The virtual sphere projection determines whether the virtual characters in different camps will win. The winner can be determined by the side whose score reaches a preset threshold first. For example, if the controlled virtual character or a friendly virtual character projects the virtual sphere into the virtual ball basket more times, causing the score in the current game to reach the preset threshold first, the controlled virtual character and the friendly virtual character in the first camp will win. Alternatively, the winner can be determined by counting the number of virtual spheres projected into the virtual ball basket by virtual characters from different camps within a limited timeframe.
[0051] In one optional embodiment, movement controls are displayed on the graphical user interface. These controls can be used to control the movement of the virtual character within the virtual scene. For example, the movement controls can include a virtual wheel and a virtual joystick. In another optional embodiment, skill controls are displayed on the graphical user interface. These skill controls can be used to control the virtual character to perform corresponding game skills. For example, in a basketball game, these skill controls can include passing controls, shooting controls, post-up cut controls, and fadeaway controls.
[0052] When the controlled virtual character has possession of the ball, the control objects of the mobile controls can be both the controlled virtual character and the virtual sphere. When the controlled virtual character's movement is controlled by the mobile controls displayed on the graphical user interface, the movement of the virtual sphere and the controlled virtual character in horizontal space is integrated, that is, when the controlled virtual character dribbles the ball, the two move together; it should be noted that when the virtual sphere follows the controlled virtual character's movement, the virtual sphere and the controlled virtual character can be in a relatively static state or a non-relative static state. Taking basketball as an example, when the virtual sphere follows the controlled virtual character's movement, the virtual sphere and the controlled virtual character are in a non-relative static state. This following movement is a dynamic following, which is manifested in that the virtual sphere can jump up and down during the process of the controlled virtual character controlling the virtual sphere to move, but the virtual sphere as a whole moves in the direction of the controlled virtual character's movement.
[0053] For example, a virtual sphere can be controlled to swing based on the controlled virtual character's dribbling movements, as well as to move in accordance with the controlled virtual character's direction of travel. Taking a basketball game as an example, these dribbling movements include, but are not limited to, dribbling movements determined based on information such as the controlled virtual character's body posture and the direction / position of the hand hitting the sphere, and corresponding dribbling movements pre-set by the game system based on the controlled virtual character's ball-handling attributes. Different dribbling movements determine the different swing trajectories exhibited by the virtual sphere when the controlled virtual character dribbles. Specifically, this can manifest as the virtual sphere bouncing up and down with different amplitudes / speeds / directions under the projection perspective of the front view / side view. The direction of travel can be the direction in which the controlled virtual character moves in the virtual scene, wherein the virtual sphere can be controlled to follow the controlled virtual character's movement in the virtual scene based on the direction of travel of the controlled virtual character. For example, the direction of movement of the controlled virtual character in the virtual scene can automatically trigger the dribbling movement pre-set for the controlled virtual character.
[0054] Continuing with the example of a basketball game, the basketball swings based on the dribbling movements of the controlled virtual character, appearing to bounce up and down in the front and side projection perspectives. Furthermore, the basketball can move entirely in the direction of the controlled virtual character's movement, appearing to follow the player's movement in the top projection perspective.
[0055] In addition, when the controlled virtual character does not have the ball, the control object of the movement control is the controlled virtual character, that is, the controlled virtual character is controlled to move in the virtual scene, but the virtual ball does not move with the movement of the controlled virtual character.
[0056] Furthermore, after controlling the start of this game, the player will observe a virtual scene for virtual characters of different camps to interact on the graphical user interface of the terminal device. There is a virtual sphere in the virtual scene that the virtual characters of different camps compete for. The virtual characters of different camps in the virtual scene compete for the virtual sphere, and control the controlled virtual character holding the virtual sphere to perform virtual projection skills to advance the game process.
[0057] The following methods, devices, electronic devices or computer-readable storage media of the embodiments of the present disclosure can be applied to any scenario requiring sports competition. The embodiments of the present disclosure are not limited to specific application scenarios. Any scheme using the in-game information display method and device provided by the embodiments of the present disclosure is within the scope of protection of the present disclosure.
[0058] To facilitate understanding of the present disclosure, the technical solutions provided by the present disclosure are described in detail below in conjunction with specific embodiments.
[0059] Figure 1 is a flow chart of a method for displaying information in a game according to an embodiment of the present disclosure. As shown in Figure 1 , the method for displaying information in a game according to an embodiment of the present disclosure provides a virtual scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual scene, virtual characters from different camps compete with each other for a virtual sphere, and the method includes the following steps:
[0060] S101: In response to a movement instruction for a controlled virtual character, controlling the controlled virtual character to move in the virtual scene; the controlled virtual character is a virtual character in the first camp that currently does not hold the virtual sphere.
[0061] S102: In response to the controlled virtual character satisfying a reasonable ball receiving condition, a first prompt message is displayed on the graphical user interface; the reasonable ball receiving condition includes that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character; the first prompt message is used to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0062] The disclosed embodiment controls the movement of a controlled virtual character in a virtual scene in response to a movement instruction directed at a controlled virtual character in a first camp that is not currently holding a virtual sphere. Furthermore, in response to the absence of an enemy virtual character in a second camp within the controlled virtual character's interference area, a first prompt message is displayed on a graphical user interface prompting the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character. This prompts teammates to pass the ball when the controlled virtual character is detected to be running out of an open position, thereby improving the utilization of the game server's virtual resources and increasing the probability of winning the game, thereby enhancing the player's gaming experience.
[0063] The following takes the above-mentioned in-game information display method running on a local terminal device (hereinafter referred to as the terminal device) as an example to illustrate the above-mentioned exemplary steps provided in the embodiment of the present disclosure respectively:
[0064] S101: In response to a movement instruction for a controlled virtual character, controlling the controlled virtual character to move in the virtual scene; the controlled virtual character is a virtual character in the first camp that currently does not hold the virtual sphere.
[0065] It should be noted that the virtual scene in which virtual characters from different camps interact in the disclosed embodiments can be divided into three stages, including: the first stage - the "off-ball movement stage"; the second stage - the "ball reception stage"; and the third stage - the "pitching stage." The "off-ball movement stage" refers to the stage in which the controlled virtual character moves in the virtual scene without holding a virtual sphere; the "ball reception stage" refers to the stage in which the controlled virtual character receives a virtual sphere passed to it by a target virtual character from the same camp after meeting reasonable catching conditions; and the "pitching stage" refers to the stage in which the controlled virtual character pitches after receiving the ball. Each stage is described below in the order of the game's development.
[0066] Here, the controlled avatar is the avatar controlled by the player through the terminal device. In the first stage, the controlled avatar is the avatar that cannot currently control the virtual sphere, that is, the avatar that does not currently have possession of the ball. However, any other avatar in the same first camp as the controlled avatar (such as the target avatar) currently has possession of the ball, that is, the ball currently belongs to the first camp. Here, ball possession refers to the right to control the virtual sphere, and the team with possession of the ball is responsible for the active offense.
[0067] Specifically, in the first stage, the controlled virtual character does not hold a virtual ball. The player can control the controlled virtual character to move in the virtual scene by issuing movement instructions to the controlled virtual character, that is, to control the controlled virtual character to run in the virtual scene to find a reasonable position to receive the ball, so as to create a chance to shoot. Among them, the movement instruction is an instruction issued by the player through the terminal device, which is used to represent an instruction that can control the controlled virtual character to perform the movement action corresponding to the movement instruction. For example, taking a basketball competitive game as an example, the input form of the movement instruction includes but is not limited to: a movement instruction formed by triggering an operation on a movement control displayed on the graphical user interface of the terminal device, a movement instruction formed by triggering an operation on a movement button set on the terminal device or on an external device, a movement instruction input by voice, and a movement instruction formed by sliding along a specified sliding trajectory.
[0068] In an optional embodiment, a movement control is displayed on the graphical user interface, and the movement control has the function of controlling the controlled virtual character to perform movement actions. Here, the movement control can be a virtual joystick. Step S101 specifically includes: in response to a triggering operation on the movement control, controlling the controlled virtual character to move in the virtual scene.
[0069] Here, mobile controls represent virtual controls pre-configured by the gaming system and displayed on the graphical user interface at the start of a game. Specifically, by sending touch operations to the mobile controls via the terminal device, the controlled virtual character can be controlled to move within the virtual scene. Touch operations may include, but are not limited to, sliding, clicking, and long-pressing. Touch operations can be performed by touching the terminal device's graphical user interface with a finger, or by inputting via a mouse or keyboard.
[0070] The disclosed embodiment can control the movement of a controlled virtual character in a virtual scene by sending touch operations to a movement control component. The operation is simple, reduces the player's learning cost, and facilitates the player-controlled virtual character to perform movement actions during the game.
[0071] S102: In response to the controlled virtual character satisfying a reasonable ball receiving condition, a first prompt message is displayed on the graphical user interface; the reasonable ball receiving condition includes that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character; the first prompt message is used to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0072] It's important to note that in addition to the basic "movement, pitching, and passing" controls, and the various operational skills required, coordination between teammates is the key to winning a game. Typically, different virtual characters within the same team have different roles within that team. The higher the coordination between the virtual characters within the same team, the higher the probability of winning the game. For example, in a basketball game, there can be several roles: center (C), power forward (PF), small forward (SF), point guard (PG), and shooting guard (SG). The center (C) can be the king of the paint, primarily responsible for both defense and offense around the basket. The PF can be a dominant inside player, skilled in dunking, mid-range shooting, and rebounding. The SF can be both offensive and defensive, making them the most versatile player and a favorite among novice players. The PG can be the on-court commander, whose excellent ball-handling skills hold the key to a successful game, with the alley-oop being their signature skill. The SG can be the scoring prodigy, whose every three-pointer can potentially widen the score gap with the opponent, placing immense psychological pressure on them.
[0073] In the disclosed embodiments, the controlled virtual character can be any of the aforementioned characters. When the controlled virtual character's first camp currently possesses the ball and the controlled virtual character currently does not possess the virtual ball, the player can control the controlled virtual character to move within the virtual scene to create an opportunity for the controlled virtual character to meet reasonable catch conditions. Reasonable catch conditions are used to indicate conditions under which the controlled virtual character's pitch is unlikely to be obstructed. For example, reasonable catch conditions may include the absence of enemy virtual characters from the second camp within the controlled virtual character's interference area. When the controlled virtual character is in a reasonable receiving position in its interference zone without any enemy virtual characters in the second camp, the reasonable receiving position is the position corresponding to when the player controls the controlled virtual character to run out of the "open position". Since the controlled virtual character is not interfered with by enemy virtual characters in the "open position", the success rate of the controlled virtual character's shooting skill triggering in this position is much higher than the success rate when the controlled virtual character's interference zone is in the enemy virtual character. If, at this time (higher success rate), the controlled virtual character receives the virtual ball passed by the target virtual character in the first camp and controls the controlled virtual character to shoot the virtual ball into the virtual ball box, the shot is scored, which can increase the probability of the first camp winning the game. The target virtual character is the virtual character in the first camp currently holding the virtual ball.
[0074] It's important to note that, in basketball games, for example, the controlled avatar's interference zone doesn't include enemy avatars in the second team. This refers to an "open position" in basketball. An "open position" refers to an unguarded position where the offensive player (e.g., the controlled avatar) is unable to interfere with their shot. Shooting accuracy is significantly higher when the offensive player is in an open position than when guarded. Therefore, the offense emphasizes creating open positions and passing the ball to open teammates, while the defense emphasizes avoiding missed players and minimizing open positions for the offensive team. Methods for the offensive team to create open positions include cutting and setting screens. The most common method is to use the team's strongest player to drive or post up in the low post to draw a double-team, creating an open position for teammates, or for the defensive player to create an "open position" by running.
[0075] Based on this, the disclosed embodiment determines whether the controlled virtual character meets the reasonable catching conditions before the controlled virtual character catches the ball. Furthermore, when it is determined that the controlled virtual character meets the reasonable catching conditions, that is, when it is determined that there are no enemy virtual characters in the second camp within the controlled virtual character's interference area, a first prompt message is displayed on the graphical user interface to prompt the target virtual character in the first camp to pass the virtual ball to the controlled virtual character. This first prompt message allows teammates to know that the player's controlled virtual character is in a favorable pitching position, which helps increase teammates' willingness to pass the ball to the player and improves the level of coordination between teammates in the same camp, thereby improving the utilization of virtual resources for the game server. Here, since the controlled virtual character's pitching will not be interfered with by enemy virtual characters at this time, the probability of scoring is higher. Therefore, if the controlled virtual character receives the ball and pitches at this time, the player's sense of accomplishment when pitching can be enhanced. In addition, in the disclosed embodiment, if the controlled virtual character controls the virtual sphere to hit the virtual ball frame, the first camp can have a greater chance of winning the game, thereby advancing the game process and improving the gaming experience.
[0076] The display form of the first prompt information includes but is not limited to: text form, graphic form, special effect form and animation form. Here, in order to highlight the display effect of the first prompt information, the first prompt information in the embodiment of the present disclosure is set to an animation special effect displayed on the controlled virtual character. Here, the specific display form of the first prompt information is not limited. For example, as shown in Figure 2, the display effect corresponding to the first prompt information 202 is, for example, a light spot-like special effect display of the controlled virtual character 201 glowing all over the body. This helps players to discover in time and reduces the cost of understanding for players.
[0077] Optionally, the first prompt information is displayed on the graphical user interface for a limited time, such as the first prompt information is only displayed for a few seconds, to remind the teammate corresponding to the target virtual character that the controlled virtual character in the current game meets the reasonable conditions for receiving the ball, and the virtual sphere should be passed to the controlled virtual character.
[0078] Specifically, the first prompt information displayed on the graphical user interface may be synchronized not only to the target virtual character in the current game, but also to the own virtual character and / or the enemy virtual character. That is, the first prompt information indicates to the target virtual character, / or the own virtual character, and / or the enemy virtual character that the controlled virtual character has met the reasonable conditions for receiving the ball, thereby helping the virtual characters in different camps to better plan their next tactical move.
[0079] In one optional embodiment, the controlled virtual character's interference area represents the area within which the success rate of a scoring event triggered by a shooting skill is reduced due to interference from an enemy virtual character with the controlled virtual character's shooting skill. The interference area includes a target area in the virtual scene that is in the controlled virtual character's target shooting direction. Here, the interference area has the property of reducing the controlled virtual character's shooting hit rate, and the target shooting direction is represented as the direction pointed by the controlled virtual character toward the virtual ball frame. In other words, the interference area can be defined as the area directly in front of the controlled virtual character when shooting, to demonstrate that the interference area can significantly reduce the controlled virtual character's shooting hit rate.
[0080] In an optional embodiment, the interference area of at least one virtual character in the team with possession of the ball can be displayed on the graphical user interface. If the team currently with possession of the ball is the first team, the virtual character displaying the interference area can be the controlled virtual character or the target virtual character holding the virtual ball. The display can be at the start of the current game, i.e., at the beginning of the current game. For example, the interference area can be displayed under the feet of any virtual character in the first team. This interference area can be displayed throughout the entire game. Optionally, the interference area moves as the corresponding virtual character moves in the virtual scene.
[0081] In an optional embodiment, the controlled virtual character's defensive confrontation status in the interference zone can be monitored in real time. Specifically, monitoring of the controlled virtual character's defensive confrontation status in the interference zone begins at the start of a game and continues until the end of the game. This monitoring helps the player determine whether they meet reasonable catch conditions and whether they will encounter interference when performing a virtual shooting skill. This helps the player accurately grasp the timing of both catching and shooting, thereby improving their shooting accuracy.
[0082] For example, a graphical user interface can display the interference area of at least one virtual character in the first team with possession of the ball, along with the defensive confrontation status of the corresponding interference area. The defensive confrontation status of any virtual character's interference area includes a defensive open status and a defensive interference status. The defensive open status of the virtual character indicates that there are no enemy virtual characters in the virtual character's interference area, and at this time, the success rate of the virtual character's virtual shooting skill triggering a scoring event is greater than a preset success rate threshold. The defensive interference status of the virtual character indicates that there are enemy virtual characters in the virtual character's interference area, and at this time, the success rate of the virtual character's virtual shooting skill triggering a scoring event is less than or equal to a preset success rate threshold. The preset success rate threshold can be determined based on the average success rate of the virtual shooting skill triggering scoring events of each virtual character in historical game data. The virtual shooting skill is to control the controlled virtual character to execute the virtual shooting skill corresponding to the skill release instruction in response to the skill release instruction. Taking a basketball competitive game as an example, virtual shooting skills include but are not limited to virtual layup skills, virtual shooting skills, and virtual slam dunk skills.
[0083] Furthermore, the display formats of the defensive open position state and the defensive interference state of the same virtual character can be different. For example, different defensive confrontation states can be displayed in different colors, for example, the defensive open position state can be displayed in green and the defensive interference state can be displayed in red. In this way, the player, teammate, or enemy can more clearly and quickly determine the defensive confrontation state of the interference area of the virtual character, thereby helping to control the corresponding virtual character to better carry out the next tactical deployment, which can speed up the game process to a certain extent. The defensive confrontation state of the interference area of all virtual characters in the camp with ball possession can also be displayed to reflect the fairness of the game. For example, Figure 2 shows the interference area 203 of the controlled virtual character 201. The interference area 203 of the controlled virtual character 201 can include a fan-shaped area with the controlled virtual character 201 as the center and the target length as the radius. Among them, the target length is positively correlated with the target distance. The target distance is the distance between the vertical projection position of the controlled virtual character 201 and the virtual ball frame 204 on the horizontal plane of the virtual scene.
[0084] It can be seen that the area of the fan-shaped region is affected by the radius, and the radius is positively correlated with the distance between the vertical projection position of the controlled virtual character and the virtual spherical frame on the horizontal plane of the virtual scene.
[0085] In an optional embodiment, in the first stage, in addition to the controlled virtual character's interference zone being free of enemy virtual characters from the second camp, the reasonable catch conditions may also include at least one of the controlled virtual character being in a valid pitching zone and the catch resource gain not being in a cooldown state. The following describes four implementations of S102 in the first stage:
[0086] Implementation a1: In response to the absence of an enemy virtual character in the second camp in the interference area of the controlled virtual character, displaying first prompt information on the graphical user interface.
[0087] Here, as long as it is monitored that there is no enemy virtual character in the interference area of the controlled virtual character, that is, it is monitored that the controlled virtual character runs out of the "empty space" without holding the virtual sphere, the first prompt information is displayed on the graphical user interface to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0088] Implementation a2: In response to the fact that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character and the controlled virtual character is in the effective pitching area, first prompt information is displayed on the graphical user interface.
[0089] Here, the effective pitching area is an area where the target distance between the controlled virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is less than a preset distance threshold. The preset distance threshold is the maximum horizontal distance at which the virtual character can theoretically successfully throw the virtual sphere into the virtual ball frame. The preset distance threshold can be set according to the area of the virtual scene where virtual characters of different camps interact. For example, the preset distance threshold can be set to 9 meters. If the horizontal distance between the virtual character and the virtual ball frame is greater than the preset distance threshold, it is theoretically considered that the shot cannot be made because the distance is too far; only when the horizontal distance between the virtual character and the virtual ball frame is less than or equal to the preset distance threshold, it is theoretically considered that there is a probability of making a shot.
[0090] Taking the above situation into consideration, the reasonable catching conditions in the embodiment of the present disclosure may also include the controlled virtual character being in the effective pitching area. In this way, when there is no enemy virtual character in the interference area of the controlled virtual character and the controlled virtual character is in the effective pitching area, the target virtual character in the first camp is prompted to pass the virtual sphere to the controlled virtual character. This is a better time to catch the ball and to pitch. That is, at this time, the controlled virtual character is in a more advantageous pitching position and has a higher pitching hit rate, which can further increase the willingness of teammate players to pass the ball and further make full use of the virtual resources of the game server.
[0091] Embodiment a3: In response to the fact that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character and the receiving resource gain is not in a cooling state, a first prompt message is displayed on the graphical user interface.
[0092] It should be noted that when the controlled virtual character meets the reasonable ball receiving conditions, if the virtual sphere passed by the target virtual character is obtained, a game reward can be triggered, such as a ball receiving resource gain. In the embodiment of the present disclosure, a cooling state will be entered after each triggering of the ball receiving resource gain. When the same situation is met again during the cooling time corresponding to the cooling state, the display of the first prompt information will not be triggered, and the ball receiving resource gain cannot be triggered again. Therefore, here, in addition to the fact that the interference area of the controlled virtual character does not contain the enemy virtual character in the second camp, the reasonable ball receiving condition also includes that the ball receiving resource gain is not in a cooling state. In this way, the situation in which players obtain ball receiving resource gains by repeatedly passing and catching the ball can be restricted to reflect the fairness of the game.
[0093] Implementation a4: In response to the fact that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, the controlled virtual character is in the effective pitching area, and the catching resource gain is not in a cooling state, a first prompt message is displayed on the graphical user interface.
[0094] Here, only when it is determined that the controlled virtual character meets the three sub-conditions, is it determined that the controlled virtual character meets the reasonable catching conditions, among which the three sub-conditions are that there are no enemy virtual characters in the second camp in the interference area of the controlled virtual character, the controlled virtual character is in the effective pitching area, and the catching resource gain is not in a cooling state. In this way, the display threshold of the first prompt information can be further increased.
[0095] Regarding implementation a4, the following example illustrates the order of determining each sub-condition of the reasonable catch condition in implementation a4. In one optional implementation, the step of responding to the controlled virtual character satisfying the reasonable catch condition in S102 includes: when the catch resource gain is not in a cooldown state, triggering a determination of whether the controlled virtual character is in a valid pitching area and whether an enemy virtual character in the second camp exists in the interference area of the controlled virtual character; when the controlled virtual character is in a valid pitching area and no enemy virtual character in the second camp exists in the interference area of the controlled virtual character, determining that the controlled virtual character satisfies the reasonable catch condition and responding to the controlled virtual character satisfying the reasonable catch condition.
[0096] Here, before the controlled virtual character catches the ball, that is, when the controlled virtual character is not holding the virtual sphere and moving in the virtual scene, first, it is determined whether the catching resource gain is in a cooling state; when it is determined that the catching resource gain is not in a cooling state, then it is determined whether the controlled virtual character is in a valid pitching area, and whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character; finally, when it is determined that all three of the above sub-conditions are met, it is determined that the controlled virtual character meets the reasonable catching conditions.
[0097] In this way, before the controlled virtual character catches the ball, since it is first judged whether the ball receiving resource gain is in a cooling state, when it is determined that the ball receiving resource gain is in a cooling state, it can avoid judging whether the controlled virtual character is in a valid pitching area and whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character. This can greatly reduce the computing power consumed in judging whether the controlled virtual character meets the reasonable conditions for receiving the ball.
[0098] It should be noted that the embodiments of the present disclosure may not limit the order of judgment in the above four embodiments regarding whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character, whether the controlled virtual character is in the effective pitching area, and whether the receiving resource gain is in a cooling state. The information processing involved in the above judgment can be performed on the server side, which can effectively prevent players from tampering with the program to cheat. After the server judges the result, it sends the corresponding result information to each terminal device so that the terminal device can display the corresponding content on the graphical user interface based on the result information. The information processing involved in the above judgment can also be performed on the terminal device side, but the information needs to be transmitted to the server so that the server can synchronize it to other terminal devices. Regardless of whether the information processing involved in the above judgment is performed on the server or the terminal device, the terminal device can obtain the judgment result and display the corresponding content on the graphical user interface.
[0099] FIG3 is a flow chart of another method for displaying information in a game according to an embodiment of the present disclosure. As shown in FIG3 , the method for displaying information in a game according to an embodiment of the present disclosure includes the following steps:
[0100] S301: In response to a movement instruction for a controlled virtual character, control the controlled virtual character to move in the virtual scene; the controlled virtual character is a virtual character in the first camp that currently does not hold the virtual sphere.
[0101] S302: In response to the controlled virtual character satisfying a reasonable ball receiving condition, a first prompt message is displayed on the graphical user interface; the reasonable ball receiving condition includes that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character; the first prompt message is used to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0102] Among them, the description of S301 and S302 can refer to the description of S101 and S102, and can achieve the same technical effect, so it will not be repeated here.
[0103] S303: In response to the controlled virtual character acquiring the virtual sphere transferred by the target virtual character, controlling the first camp to obtain a first resource gain of the target virtual resource.
[0104] Here, the implementation process of the second stage - the "ball receiving stage" is explained below. After monitoring that the controlled virtual character meets the reasonable ball receiving conditions, if the controlled virtual character receives the virtual ball passed by the target virtual character from the same camp (the game process enters the second stage), the game reward for the first camp is triggered.
[0105] Here, the first prompt information can also be used to prompt that if the target virtual character passes the virtual sphere to the controlled virtual character, it will trigger the first camp to obtain a ball receiving resource gain, which can further improve the teammates' willingness to pass the ball when it is monitored that the controlled virtual character meets reasonable ball receiving conditions.
[0106] It should be noted that in the game of the embodiment of the present disclosure, players may trigger some game rewards by completing a certain game task in the game, wherein the game rewards may include resource gains. Generally, the accumulated resources can be used to exchange for the release of a certain virtual skill.
[0107] In the disclosed embodiments, when the controlled virtual character is detected to have met the reasonable catch conditions, a prompt is displayed on the graphical user interface for the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character. If the target virtual character passes the virtual sphere to the controlled virtual character and the controlled virtual character receives the virtual sphere, a game reward is triggered for the first camp, i.e., the first camp controlling the controlled virtual character receives the first resource gain of the target virtual resource. Specifically, the controllable virtual character can be controlled to receive the first resource gain of the target virtual resource, or the target virtual character can be controlled to receive the first resource gain of the target virtual resource, or at least one other virtual character in the first camp can be controlled to receive the first resource gain of the target virtual resource, or all virtual characters in the first camp can be controlled to receive the first resource gain of the target virtual resource. In other words, as long as the controlled virtual character receives the virtual sphere while meeting the reasonable catch conditions, a game reward is triggered, i.e., the first camp receives a certain resource gain. Due to the existence of the game reward mechanism, teammates' willingness to pass the ball can be further increased, so that resource gains can be triggered through passing and receiving the ball, and the utilization rate of the game server's virtual resources can be further improved.
[0108] In an optional embodiment, after monitoring in S303 that the controlled virtual character obtains the virtual sphere passed by the target virtual character, the following steps are also included: displaying a second prompt information on the graphical user interface; the second prompt information is used to prompt the first camp that it has obtained a ball receiving resource gain.
[0109] Here, when the game process enters the second stage, that is, after the controlled virtual character obtains the virtual sphere, in addition to controlling the first camp to obtain the first resource gain of the target virtual resource, a second prompt information can be displayed on the graphical user interface to prompt the first camp to obtain the receiving resource gain, so that the player can perceive the acquisition of the receiving resource gain, which helps the player to pass the ball more actively in the game to advance the game process.
[0110] Similarly, the display form of the second prompt information includes but is not limited to: text form, graphic form, special effect form and animation form. Here, in order to highlight the display effect of the second prompt information, the second prompt information in the embodiment of the present disclosure can also be set to an animation special effect displayed on the controlled virtual character. Here, the specific display form of the second prompt information is not limited, as long as the second prompt information is different from the first prompt information. If the display type of the first prompt information and the second prompt information is the same, the display form intensity of the second prompt information can be higher than that of the first prompt information. This will help players pay attention to the fact that their team has obtained a receiving resource gain and reduce the player's understanding cost.
[0111] In an optional embodiment, the first prompt information and the second prompt information are both special effects of the controlled virtual character glowing all over, and the intensity of the special effects of the second prompt information is greater than that of the first prompt information.
[0112] For example, Figure 4 shows a scenario where a controlled virtual character 201, after meeting reasonable pitching conditions, receives a virtual ball from its target virtual character 205, triggering a catch resource bonus. As shown in Figure 4 , second prompt 206 is displayed in the form of an animated special effect. Specifically, second prompt 206 is a flame-like special effect surrounding controlled virtual character 201.
[0113] Among them, like the first prompt information, the second prompt information is displayed on the graphical user interface for a limited time. For example, the second prompt information is only displayed for a few seconds to prompt the first camp to obtain the receiving resource gain.
[0114] Specifically, the second prompt information displayed on the graphical user interface is synchronized to the target virtual character, and / or the own virtual character, and / or the enemy virtual character in the current game. That is, the second prompt information indicates to the target virtual character, and / or the own virtual character, and / or the enemy virtual character that the first camp has obtained a receiving resource gain.
[0115] It should be noted that in the game, there are situations where the controlled virtual character meets reasonable receiving conditions such as the absence of enemy virtual characters from the second camp in the interference area of the controlled virtual character in the first phase (the off-ball movement phase), but does not meet reasonable receiving conditions such as the presence of enemy virtual characters from the second camp in the interference area of the controlled virtual character in the second phase (the receiving phase). For example, in one case, there are no enemy virtual characters from the second camp in the interference area of the controlled virtual character in the off-ball movement phase, but in the receiving phase, an enemy virtual character enters the interference area of the controlled virtual character; in another case, the controlled virtual character is in the valid pitching area in the off-ball movement phase, but in the receiving phase, the controlled virtual character moves to receive the virtual sphere, resulting in the controlled virtual character no longer being in the valid pitching area after receiving the ball.
[0116] In an optional embodiment, S303 specifically includes: in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, and the controlled virtual character meets the reasonable pitching condition, controlling the first camp to obtain the first resource gain of the target virtual resource; wherein, the reasonable pitching condition includes at least one of the following: there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, the controlled virtual character is in the effective pitching area, and the receiving resource gain is not in a cooling state.
[0117] Based on this, in the embodiment of the present disclosure, in the second stage, in addition to the condition that the controlled virtual character must obtain the virtual sphere, a controlled virtual character may also be required to meet a reasonable pitching condition to trigger the first camp to obtain the first resource gain of the target virtual resource. That is, the embodiment of the present disclosure also determines whether the controlled virtual character meets the reasonable pitching condition after receiving the ball or when receiving the ball. In this way, the difficulty of triggering the acquisition of the ball receiving resource gain can be increased to a certain extent, and in this case, the hit rate of the controlled virtual character's pitching can be guaranteed after the ball receiving resource gain is triggered, thereby ensuring a certain game logic and reducing the player's understanding cost.
[0118] Here, the step of controlling the first camp to obtain the first resource gain of the target virtual resource in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character and the controlled virtual character satisfying the reasonable pitching condition in S303 includes: in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, triggering detection of whether the controlled virtual character satisfies the reasonable pitching condition; when the controlled virtual character satisfies the reasonable pitching condition, controlling the first camp to obtain the first resource gain of the target virtual resource.
[0119] Here, because the positions of the controlled virtual character and the enemy virtual character may change before and after the controlled virtual character receives the ball, the disclosed embodiment further determines whether the controlled virtual character meets the reasonable pitching conditions when the controlled virtual character receives the ball. This helps the player accurately determine the pitching timing when the controlled virtual character receives the ball, thereby ensuring the controlled virtual character's pitching accuracy and avoiding the frustration caused by unsuccessful pitching.
[0120] Several possible implementations of S303 in the second stage are described below:
[0121] Implementation b1: In response to the controlled virtual character obtaining the virtual sphere transferred by the target virtual character, and there being no enemy virtual characters in the second camp in the interference area of the controlled virtual character, the first camp is controlled to obtain a first resource gain of the target virtual resource.
[0122] Here, as long as it is monitored that the controlled virtual character receives the virtual sphere and there is no enemy virtual character in the interference area of the controlled virtual character when receiving the ball, it can be considered a good time to throw the ball, and the first camp can be controlled to obtain a certain amount of receiving resource gain.
[0123] Implementation b2: In response to the controlled virtual character acquiring the virtual sphere delivered by the target virtual character and the controlled virtual character being in a valid pitching area, the first camp is controlled to obtain a first resource gain of the target virtual resource.
[0124] Here, the controlled avatar must be in a valid pitching area to be able to throw the ball into the virtual basket. Therefore, adding this requirement will improve the accuracy of the avatar's pitches after receiving the ball. Furthermore, this will increase the difficulty of triggering resource bonuses, preventing players from repeatedly passing and catching the ball in non-valid pitching areas to trigger the catch resource bonus, thus ensuring fairness in the game.
[0125] Implementation b3: In response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, and the receiving resource gain is not in a cooling state, the first camp is controlled to obtain a first resource gain of the target virtual resource.
[0126] It should be noted that when the controlled virtual character meets the reasonable ball receiving conditions, if the virtual ball passed by the target virtual character is obtained, a game reward can be triggered, such as a ball receiving resource gain. In the embodiment of the present disclosure, after each triggering of the ball receiving resource gain, a cooling state will be entered. When the same conditions are met again during the cooling time corresponding to the cooling state, the ball receiving resource gain will not be triggered. Therefore, here, the reasonable pitching conditions include that the ball receiving resource gain is not in a cooling state. In this way, it is possible to limit the situation where players obtain ball receiving resource gains by repeatedly passing and catching the ball, so as to reflect the fairness of the game.
[0127] In an optional embodiment, after controlling the first camp to obtain the first resource gain of the target virtual resource in S303, the following steps are also included: displaying a first time marker on the graphical user interface; the first time marker is used to represent the cooling time of the receiving resource gain.
[0128] Here, the display format of the first time marker includes, but is not limited to, text, graphics, special effects, and animation. The cooldown period for the catch resource gain can be determined based on the average scoring duration in the game or the number of times the controlled virtual character meets reasonable catch conditions in the game. This is not specifically limited herein, and for example, the cooldown period can be set to 3 seconds.
[0129] In an optional embodiment, displaying a first time marker on the graphical user interface includes: displaying the first time marker in the form of a progress bar at a ground position of the virtual scene where the controlled virtual character is located.
[0130] For example, as shown in FIG. 4 , the first time marker 207 may be displayed in the form of a progress bar, where the first time marker 207 is displayed as a circular progress bar under the feet of the controlled virtual character 201 .
[0131] Implementation b4: In response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, the absence of enemy virtual characters in the second camp in the interference area of the controlled virtual character, and the controlled virtual character being in the effective pitching area, the first camp is controlled to obtain the first resource gain of the target virtual resource.
[0132] Here, the reasonable pitching conditions in the embodiment of the present disclosure may include that there are no enemy virtual characters in the second camp in the interference area of the controlled virtual character and the controlled virtual character is in the effective pitching area. This situation is a better pitching time, that is, at this time, the controlled virtual character is in a more advantageous pitching position and has a higher pitching hit rate.
[0133] Implementation b5: In response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, the absence of enemy virtual characters in the second camp in the interference area of the controlled virtual character, and the receiving resource gain not being in a cooling state, the first camp is controlled to obtain the first resource gain of the target virtual resource.
[0134] Implementation b6: In response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, the controlled virtual character being in the effective pitching area, and the receiving resource gain not being in a cooling state, the first camp is controlled to obtain the first resource gain of the target virtual resource.
[0135] Implementation b7: In response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, the absence of enemy virtual characters in the second camp in the interference area of the controlled virtual character, the controlled virtual character being in the effective pitching area, and the catching resource gain not being in a cooling state, the first camp is controlled to obtain the first resource gain of the target virtual resource.
[0136] Here, after monitoring that the controlled virtual character obtains the virtual sphere, it is determined that the controlled virtual character meets the reasonable pitching conditions only when three sub-conditions are met at the same time. The three sub-conditions include that there are no enemy virtual characters in the second camp in the interference area of the controlled virtual character, the controlled virtual character is in the effective pitching area, and the receiving resource gain is not in a cooling state. In this way, the difficulty of obtaining the receiving resource gain can be further increased, that is, the receiving resource gain can only be obtained when the controlled virtual character is in a better pitching opportunity.
[0137] For implementation b7, the following example illustrates the judgment order of each sub-condition in the reasonable pitching condition in implementation b7 of the embodiment of the present disclosure. In an optional implementation, the step of responding to the controlled virtual character obtaining the virtual sphere passed by the target virtual character and the controlled virtual character satisfying the reasonable pitching condition includes: responding to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, and when the receiving resource gain is not in a cooling state, triggering a judgment on whether the controlled virtual character is in a valid pitching area, and whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character; when the controlled virtual character is in a valid pitching area, and there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, determining that the controlled virtual character satisfies the reasonable pitching condition and responding to the controlled virtual character satisfying the reasonable pitching condition.
[0138] Here, when the controlled virtual character receives the ball, since it is first judged whether the receiving resource gain is in a cooling state, when it is determined that the receiving resource gain is in a cooling state, it can avoid judging whether the controlled virtual character is in a valid pitching area, and whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character. This can greatly reduce the computing power consumed in judging whether the controlled virtual character meets the reasonable pitching conditions.
[0139] It should be noted that the embodiments of the present disclosure do not limit the order of judging whether the controlled virtual character meets the various sub-conditions of the reasonable pitching conditions in the above-mentioned embodiments. The information processing involved in the above-mentioned judgment can be performed on the server side, which can effectively prevent players from tampering with the program to cheat. After the server judges the result, it sends the corresponding result information to each terminal device so that the terminal device can determine whether to give the first camp an interface performance of obtaining a gain in receiving resources based on the result information. The information processing involved in the above-mentioned judgment can also be performed on the terminal device side, but the information needs to be transmitted to the server so that the server can synchronize it to other terminal devices. Regardless of whether the information processing involved in the above-mentioned judgment is performed on the server or the terminal device, the terminal device can obtain the judgment result and determine whether to give the first camp an interface performance of obtaining a gain in receiving resources.
[0140] In an optional embodiment, after monitoring in S303 that the controlled virtual character obtains the virtual sphere passed by the target virtual character and controlling the controlled virtual character in the first camp to obtain the first resource gain of the target virtual resource, the following steps are also included: displaying a first quantity identifier and / or a second quantity identifier on the graphical user interface; the first quantity identifier is used to indicate the quantity information of the target virtual resource held by the controlled virtual character after the increase, and the second quantity identifier is used to indicate the quantity information of the target virtual resource newly added by the controlled virtual character.
[0141] Here, in the embodiment of the present disclosure, when the controlled virtual character obtains the virtual sphere, the first camp will be controlled to obtain the first resource gain of the target virtual resource. The indicator of the resource amount after obtaining the resource gain can be displayed on the graphical user interface. Usually, the graphical user interface can display the changes in the target virtual resources of the corresponding virtual character. In this way, the resource gain of the ball received this time and the accumulated resource amount after the increase can be viewed by the player through the display of the graphical user interface, ensuring that the player clearly perceives the changes in the resource amount of the target virtual resource. Here, the first resource gain of the controlled virtual character in the first camp to obtain the target virtual resource is used as an example for explanation. The first quantity identifier is used to indicate the total resource amount obtained after obtaining the first resource gain this time, and the second quantity identifier is used to indicate the resource amount corresponding to the first resource gain obtained this time.
[0142] Exemplarily, the resource quantity indicator can be displayed in the form of a resource grid, a progress bar, a numerical value, etc. For example, in the case of numerical display, each time the controlled virtual character gains a resource gain, the numerical value corresponding to the first quantity indicator and / or the numerical value corresponding to the second quantity indicator will be displayed on the graphical user interface. The first quantity indicator and the second quantity indicator can be highlighted, displayed in a prominent color, or displayed in an enlarged manner, so that the player can clearly perceive the changes in the resource quantity of the controlled virtual character's target virtual resource.
[0143] For example, FIG4 shows a schematic diagram of a graphical user interface corresponding to a ball receiving resource gain that is triggered when the controlled virtual character 201 receives the virtual ball after monitoring that the controlled virtual character 201 meets reasonable ball receiving conditions. In FIG4 , the amount of target virtual resources of the controlled virtual character 201 has changed. FIG4 shows a first quantity identifier 208, a second quantity identifier 209, and a third quantity identifier 210 of the target virtual resources of the controlled virtual character 201. The first quantity identifier 208 is used to indicate the amount of target virtual resources held by the controlled virtual character 201 after the amount is increased, the second quantity identifier 209 is used to indicate the amount of target virtual resources newly added by the controlled virtual character 201, and the third quantity identifier 210 is used to indicate the amount of target virtual resources required to release the first virtual skill (corresponding to skill control b) once. In addition, other skill controls are also displayed on the graphical user interface, such as skill control a. The above identifiers are not necessarily displayed at the same time, and are only used for exemplary purposes.
[0144] In an optional embodiment, the target virtual resource is used to exchange for the release of a first virtual skill in the virtual scene; the first virtual skill and the second virtual skill are virtual skills of the same type, and the attribute parameters of the first virtual skill are higher than the attribute parameters of the second virtual skill.
[0145] Here, each virtual character in the disclosed embodiment has at least one first virtual skill (which can be considered a gain virtual skill). The first virtual skills of different virtual characters can be the same or different. Among them, the first virtual skill can be, for example, a first virtual shooting skill or a first virtual passing skill. Taking a basketball competitive game as an example, the first virtual shooting skill can be, for example, a first virtual shooting skill, a first virtual slam dunk skill, a first virtual layup skill, etc. Attribute parameters include hit rate, hand speed, etc.
[0146] For the first virtual skill and the second virtual skill of the same type (which can be considered as conventional virtual skills), the attribute parameters of the first virtual skill are higher than the attribute parameters of the second virtual skill. For example, in a related basketball competitive game, the second virtual skill is a conventional virtual skill possessed by most virtual characters in the game. For example, for the first virtual shooting skill and the second virtual shooting skill of the same type, the attribute parameters of the first virtual shooting skill include the hit rate of the first virtual shooting skill triggering a scoring event, and the attribute parameters of the second virtual shooting skill include the hit rate of the second virtual shooting skill triggering a scoring event. The hit rate corresponding to the first virtual shooting skill is greater than the hit rate corresponding to the second virtual shooting skill. In this way, it helps to further improve the player's ability to pass and receive the ball when the controlled virtual character meets reasonable receiving conditions, which is beneficial to indirectly improve the advantage of one's own camp, and then helps to speed up the game process to improve the efficiency of game interaction.
[0147] The first and second virtual skills can be triggered using the same virtual skill control or different virtual skill controls. For the same virtual skill control, if the target virtual resources corresponding to the first virtual skill meet a certain quantity requirement, the first virtual skill can be released by triggering the virtual skill control. If the target virtual resources corresponding to the first virtual skill do not meet the certain quantity requirement, the second virtual skill can be released by triggering the virtual skill control.
[0148] In an optional embodiment, when the target virtual resource accumulates to a certain level, the release of a first virtual skill can be triggered. Specifically, in response to the controlled virtual character satisfying the release conditions for the first virtual skill, the controlled virtual character is controlled to release the first virtual skill in the virtual scene; the release conditions include the cumulative target virtual resource of the controlled virtual character being greater than or equal to a preset resource amount, and the presence of a triggering operation for the first virtual skill; the preset resource amount is used to represent the amount of the target virtual resource consumed by releasing the first virtual skill once.
[0149] Here, as long as the target virtual resource amount of the controlled virtual character is greater than or equal to the preset resource amount, the first virtual skill can be released by triggering the first virtual skill. Optionally, the current resource amount of the target virtual resource of the controlled virtual character can be displayed on the graphical user interface, and the preset resource amount consumed by using the first virtual skill of the controlled virtual character once can also be displayed. Usually, at the beginning of the game, the target virtual resources of the controlled virtual character are gradually accumulated. After accumulating to the preset resource amount, the release of the first virtual skill can be triggered. At the beginning of the game, the initial resource amount of the target virtual resources of each virtual character can be 0 or the same amount to ensure the fairness of the game.
[0150] Here, the number of times the first virtual skill is used will be limited within a preset time. There will be a cooling time after each use of the first virtual skill. After the cooling time, the first virtual skill can be used again only if the remaining amount of target virtual resources is greater than or equal to the preset amount of resources, thereby avoiding waste or frequent use of the first virtual skill.
[0151] In an optional embodiment, after monitoring in S303 that the controlled virtual character obtains the virtual sphere passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, the following steps are also included: displaying a third prompt information on the graphical user interface; the third prompt information is used to prompt the controlled virtual character to obtain a bonus gain in pitching hit rate and / or shooting speed.
[0152] Here, when the controlled virtual character holds a virtual ball and meets reasonable pitching conditions, it means that the controlled virtual character has a high pitching hit rate at this time. The controlled virtual character can be controlled to obtain a bonus gain in pitching hit rate and / or shooting speed to motivate the player to pitch and advance the game process.
[0153] The display form of the third prompt information includes but is not limited to: text form, graphic form, special effect form and animation form. Here, in order to highlight the display effect of the third prompt information, the third prompt information in the embodiment of the present disclosure can also be set as an animation special effect displayed on the hands of the controlled virtual character. Here, the specific display form of the third prompt information is not limited, as long as it can reflect the effect of the controlled virtual character obtaining a bonus gain in pitching hit rate and / or shooting speed. In this way, it helps players pay attention to the bonus gain in pitching hit rate and / or shooting speed obtained by the controlled virtual character, and reduces the player's understanding cost.
[0154] For example, FIG5 illustrates a game scene after monitoring that controlled virtual character 201 has acquired a virtual ball and that controlled virtual character 201 meets the appropriate pitching conditions. As shown in FIG5 , third prompt information 211 is a buff effect added to the hand of controlled virtual character 201, prompting the player that controlled virtual character 201 has received a bonus to pitching accuracy and / or shooting speed during the effective time.
[0155] Among them, for the virtual shooting skills of the controlled virtual character, the shooting hit rate of the virtual shooting skills with added gains is higher than the shooting hit rate of the virtual shooting skills without added gains. In this way, the shooting hit rate of the controlled virtual character at this time can be further improved; similarly, for the virtual shooting skills of the controlled virtual character, the shooting speed of the virtual shooting skills with added gains is higher than the shooting speed of the virtual shooting skills without added gains. In this way, when the controlled virtual character shoots, the enemy virtual character will not have time to interfere with the shooting.
[0156] In an optional embodiment, in S303, after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, the following steps are also included: displaying a second time marker on the graphical user interface; the second time marker is used to represent the effective usage time of the additional gain of the pitching hit rate and / or shooting speed obtained by the controlled virtual character.
[0157] Here, the display form of the second time marker includes but is not limited to: text form, graphic form, special effect form and animation form.
[0158] In an optional embodiment, displaying the second time marker on the graphical user interface includes: displaying the second time marker in the form of a progress bar on the graphical user interface.
[0159] Exemplarily, the second time marker may be displayed in the form of a progress bar. As shown in FIG5 , the second time marker 212 is displayed in the form of a circular progress bar in the upper right corner of the graphical user interface.
[0160] Here, the durations corresponding to the first time marker and the second time marker can be the same or different. The effective usage time corresponding to the second time marker can be determined based on the time limit for holding the virtual ball in the game. The effective usage time can also be determined based on the average time from catching to throwing the ball in the game. Typically, the effective usage time is less than the time limit. There is no specific limitation here. For example, the effective usage time can be set to 3 seconds.
[0161] S304: In response to a projection instruction for the controlled virtual character during the effective use time, controlling the controlled virtual character to perform a projection skill corresponding to the projection instruction.
[0162] Here, the game process enters the third stage (pitching stage). In the third stage, the player controlling the controlled virtual character can send a shooting instruction for the virtual sphere to the controlled virtual character within the effective usage time of the bonus gain of pitching hit rate and / or shooting speed to control the controlled virtual character to shoot the virtual sphere.
[0163] S305: In response to the controlled virtual character controlling the virtual sphere to hit the virtual ball frame, controlling the first camp to obtain a second resource gain of the target virtual resource.
[0164] Here, within the effective usage time, if it is monitored that the controlled virtual character controls the virtual ball to hit the virtual ball frame, in addition to controlling the first camp's score, the first camp will also be further rewarded with resource gains to further enhance the players' willingness to pass and shoot, and further improve the utilization rate of the server's virtual resources.
[0165] In an optional embodiment, the number of resources corresponding to the second resource gain is greater than the number of resources corresponding to the first resource gain.
[0166] It should be noted that the disclosed embodiment provides at least two situations in which resource gain is triggered. Specifically, the first situation is that when the controlled virtual character meets the reasonable receiving conditions and receives the virtual sphere, the first camp is triggered to obtain the first resource gain of the target virtual resource; the second situation is that when the controlled virtual character shoots the ball within the effective usage time of the bonus gain of the shooting hit rate and / or shooting speed and hits the virtual ball frame, the first camp is triggered to obtain the second resource gain of the target virtual resource.
[0167] Here, the first resource gain may be a basic resource gain, and the second resource gain may be an additional resource gain. The amount of resources corresponding to the first resource gain is less than the amount of resources corresponding to the second resource gain. For example, the first resource gain is 20 points, and the second resource gain is 30 points.
[0168] Based on the same application concept, the embodiment of the present disclosure also provides an in-game information display device corresponding to the in-game information display method provided in the above embodiment. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the in-game information display method of the above embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0169] As shown in Figures 6 and 7, Figure 6 is a functional module diagram of a device 600 for displaying information in a game according to an embodiment of the present disclosure, and Figure 7 is a functional module diagram of a device 600 for displaying information in a game according to an embodiment of the present disclosure. As shown in Figure 6, the device 600 for displaying information in a game includes: a first control module 610 configured to execute a movement instruction for a controlled virtual character, controlling the controlled virtual character to move in the virtual scene; the controlled virtual character is a virtual character in the first camp that does not currently hold the virtual sphere; a first display module 620 configured to execute a first prompt message on the graphical user interface in response to the controlled virtual character meeting a reasonable ball receiving condition; the reasonable ball receiving condition includes the absence of an enemy virtual character in the second camp in the interference area of the controlled virtual character; and the first prompt message is used to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0170] In an optional embodiment, the reasonable ball receiving condition further includes at least one of the following: the controlled virtual character is in a valid pitching area and the ball receiving resource gain is not in a cooling state.
[0171] In an optional embodiment, as shown in Figure 6, the first display module 620 is specifically configured to perform: when the receiving resource gain is not in a cooling state, triggering a judgment on whether the controlled virtual character is in a valid pitching area, and whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character; when the controlled virtual character is in a valid pitching area, and there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, determining that the controlled virtual character meets the reasonable receiving conditions and responding to the controlled virtual character meeting the reasonable receiving conditions.
[0172] In an optional embodiment, as shown in Figure 7, the in-game information display device 600 also includes a second control module 630; the second control module 630 is configured to execute a first resource gain of the first camp to obtain the target virtual resource in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character.
[0173] In an optional embodiment, as shown in Figure 7, the in-game information display device 600 also includes a second display module 640; the second display module 640 is configured to display a second prompt information on the graphical user interface; the second prompt information is used to prompt the first camp to obtain a receiving resource gain.
[0174] In an optional embodiment, as shown in Figure 7, the second control module 630 is specifically configured to execute the following steps to control the first camp to obtain the first resource gain of the target virtual resource: in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, and the controlled virtual character meets the reasonable pitching condition, control the first camp to obtain the first resource gain of the target virtual resource; wherein, the reasonable pitching condition includes at least one of the following: there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, the controlled virtual character is in the effective pitching area, and the receiving resource gain is not in a cooling state.
[0175] In an optional embodiment, as shown in Figure 7, the second control module 630 is specifically configured to perform: in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, triggering detection of whether the controlled virtual character meets the reasonable throwing conditions; when the controlled virtual character meets the reasonable throwing conditions, controlling the first camp to obtain the first resource gain of the target virtual resource.
[0176] In an optional embodiment, as shown in Figure 7, the second display module 640 is further configured to perform: displaying a first quantity identifier and / or a second quantity identifier on the graphical user interface; the first quantity identifier is used to indicate the quantity information of the target virtual resources held by the controlled virtual character after the increase, and the second quantity identifier is used to indicate the quantity information of the target virtual resources newly added to the controlled virtual character.
[0177] In an optional embodiment, the target virtual resource is used to exchange for the release of a first virtual skill in the virtual scene; the first virtual skill and the second virtual skill are virtual skills of the same type, and the attribute parameters of the first virtual skill are higher than the attribute parameters of the second virtual skill.
[0178] In an optional embodiment, as shown in Figure 7, the first control module 610 is further configured to control the controlled virtual character to release the first virtual skill in the virtual scene in response to the controlled virtual character satisfying the release condition for the first virtual skill; the release condition includes that the cumulative resource amount of the target virtual resources of the controlled virtual character is greater than or equal to the preset resource amount, and there is a trigger operation for the first virtual skill; the preset resource amount is used to represent the resource amount of the target virtual resources consumed by releasing the first virtual skill once.
[0179] In an optional embodiment, as shown in FIG7 , after controlling the first camp to obtain the first resource gain of the target virtual resource, the second display module 640 is further configured to execute:
[0180] A first time marker is displayed on the graphical user interface; the first time marker is used to represent the cooling time of the receiving resource gain.
[0181] In an optional embodiment, as shown in FIG7 , the second display module 640 is specifically configured to execute: displaying the first time marker in the form of a progress bar at the ground position of the virtual scene where the controlled virtual character is located.
[0182] In an optional embodiment, as shown in FIG7 , after monitoring that the controlled virtual character obtains the virtual ball passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, the second display module 640 is further configured to execute:
[0183] A third prompt message is displayed on the graphical user interface; the third prompt message is used to prompt the controlled virtual character to obtain a bonus gain in pitching hit rate and / or shooting speed.
[0184] In an optional embodiment, as shown in Figure 7, after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, the second display module 640 is also configured to execute: displaying a second time marker on the graphical user interface; the second time marker is used to represent the effective usage time of the additional gain of the pitching hit rate and / or shooting speed obtained by the controlled virtual character.
[0185] In an optional embodiment, the in-game information display device 600 further includes a third control module 650; the third control module 650 is configured to execute, after displaying a second time mark on the graphical user interface, within the effective usage time, in response to a projection instruction for the controlled virtual character, control the controlled virtual character to execute a projection skill corresponding to the projection instruction; in response to the controlled virtual character controlling the virtual sphere to hit the virtual ball box, control the first camp to obtain a second resource gain of the target virtual resource.
[0186] In an optional implementation, the amount of resources corresponding to the second resource gain is greater than the amount of resources corresponding to the first resource gain.
[0187] In an optional embodiment, the first prompt information and the second prompt information are both special effects of the controlled virtual character glowing all over, and the intensity of the special effects of the second prompt information is greater than that of the first prompt information.
[0188] In an optional embodiment, the interference area represents a region range where the success rate of the scoring event triggered by the shooting skill is reduced due to the interference of the enemy virtual character on the shooting skill of the controlled virtual character.
[0189] In an optional implementation, the interference area includes a sector-shaped area with the controlled virtual character as the center and the target length as the radius.
[0190] In an optional embodiment, as shown in Figure 7, the first display module 620 is further configured to execute the display of the defensive confrontation state of the interference area of the controlled virtual character on the graphical user interface; the defensive confrontation state includes a defensive open state and a defensive interference state, and the display forms of the defensive open state and the defensive interference state are different.
[0191] In an optional implementation, the effective pitching area is an area where the target distance between the controlled virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is less than a preset distance threshold.
[0192] In the disclosed embodiment, in response to a movement instruction directed at a controlled virtual character in the first camp who is not currently holding a virtual sphere, the controlled virtual character is controlled to move within the virtual scene. In response to the absence of an enemy virtual character in the second camp in the interference area of the controlled virtual character, a first prompt message is displayed on the graphical user interface, prompting the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character. In this way, by detecting when the controlled virtual character is about to run out of an open position, prompting teammates to pass the ball, not only can the utilization rate of the game server's virtual resources be improved, but also the probability of winning the game can be increased, thereby enhancing the player's gaming experience.
[0193] Based on the same application concept, referring to FIG8 , there is a schematic structural diagram of an electronic device 800 provided in an embodiment of the present disclosure, including: a processor 810, a memory 820 and a bus 830, wherein the memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device 800 is running, the processor 810 communicates with the memory 820 through the bus 830, and the machine-readable instructions are executed by the processor 810 when running, as in any of the steps of the method for displaying information in a game described in the above embodiments.
[0194] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: in response to a movement instruction for a controlled virtual character, controlling the controlled virtual character to move in the virtual scene; the controlled virtual character is a virtual character in the first camp that does not currently hold the virtual sphere; in response to the controlled virtual character meeting a reasonable ball-catching condition, displaying a first prompt message on the graphical user interface; the reasonable ball-catching condition includes that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character; the first prompt message is used to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0195] In an optional embodiment, when the machine-readable instructions are executed by the processor 810, the following processing may be performed: the reasonable catching condition also includes at least one of the controlled virtual character being in a valid pitching area and the catching resource gain not being in a cooling state.
[0196] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: when the receiving resource gain is not in a cooling state, triggering a judgment as to whether the controlled virtual character is in a valid pitching area, and whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character; when the controlled virtual character is in a valid pitching area, and there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, determining that the controlled virtual character meets the reasonable receiving conditions and responding to the controlled virtual character meeting the reasonable receiving conditions.
[0197] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: after displaying the first prompt information on the graphical user interface, in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, controlling the first camp to obtain the first resource gain of the target virtual resource.
[0198] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character, display a second prompt information on the graphical user interface; the second prompt information is used to prompt the first camp that it has obtained a ball receiving resource gain.
[0199] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, and the controlled virtual character meeting a reasonable pitching condition, controlling the first camp to obtain a first resource gain of the target virtual resource; wherein the reasonable pitching condition includes at least one of the following: there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, the controlled virtual character is in a valid pitching area, and the receiving resource gain is not in a cooling state.
[0200] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, trigger detection of whether the controlled virtual character meets the reasonable throwing conditions; when the controlled virtual character meets the reasonable throwing conditions, control the first camp to obtain the first resource gain of the target virtual resource.
[0201] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character and controlling the controlled virtual character in the first camp to obtain the first resource gain of the target virtual resource, a first quantity identifier and / or a second quantity identifier is displayed on the graphical user interface; the first quantity identifier is used to indicate the quantity information of the target virtual resource held by the controlled virtual character after the increase, and the second quantity identifier is used to indicate the quantity information of the target virtual resource newly added by the controlled virtual character.
[0202] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: the target virtual resource is used to exchange for the release of the first virtual skill in the virtual scene; the first virtual skill and the second virtual skill are virtual skills of the same type, and the attribute parameters of the first virtual skill are higher than the attribute parameters of the second virtual skill.
[0203] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: in response to the controlled virtual character satisfying the release conditions for the first virtual skill, controlling the controlled virtual character to release the first virtual skill in the virtual scene; the release conditions include the cumulative resource amount of the target virtual resources of the controlled virtual character being greater than or equal to the preset resource amount, and the presence of a triggering operation for the first virtual skill; the preset resource amount is used to represent the resource amount of the target virtual resources consumed by releasing the first virtual skill once.
[0204] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: after controlling the first camp to obtain a first resource gain of the target virtual resource, a first time marker is displayed on the graphical user interface; the first time marker is used to represent the cooling time of the receiving resource gain.
[0205] In an optional implementation, when the processor 810 executes the machine-readable instructions, the following processing may be performed: displaying the first time marker in the form of a progress bar at the ground position of the virtual scene where the controlled virtual character is located.
[0206] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, a third prompt information is displayed on the graphical user interface; the third prompt information is used to prompt the controlled virtual character to obtain a bonus gain in pitching hit rate and / or shooting speed.
[0207] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, a second time marker is displayed on the graphical user interface; the second time marker is used to represent the effective usage time of the additional gain of the pitching hit rate and / or shooting speed obtained by the controlled virtual character.
[0208] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: after a second time mark is displayed on the graphical user interface, within the effective usage time, in response to a projection instruction for the controlled virtual character, the controlled virtual character is controlled to perform a projection skill corresponding to the projection instruction; in response to the controlled virtual character controlling the virtual sphere to hit the virtual ball box, the first camp is controlled to obtain a second resource gain of the target virtual resource.
[0209] In an optional implementation, when the machine-readable instructions are executed by the processor 810 , the following processing may be performed: the amount of resources corresponding to the second resource gain is greater than the amount of resources corresponding to the first resource gain.
[0210] In an optional embodiment, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: the first prompt information and the second prompt information are both special effects of the controlled virtual character glowing all over, and the intensity of the special effects of the second prompt information is greater than that of the first prompt information.
[0211] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: the interference area represents the area range where the success rate of the shooting skill triggering the scoring event is reduced due to the interference of the enemy virtual character on the shooting skill of the controlled virtual character.
[0212] In an optional implementation, when the machine-readable instructions are executed by the processor 810 , the following processing may be performed: the interference area includes a sector-shaped area with the controlled virtual character as the center and the target length as the radius.
[0213] In an optional embodiment, the machine-readable instructions may perform the following processing when executed by the processor 810: displaying the defensive confrontation status of the interference area of the controlled virtual character on the graphical user interface; the defensive confrontation status includes a defensive open position status and a defensive interference status, and the display forms of the defensive open position status and the defensive interference status are different.
[0214] In an optional embodiment, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: the effective pitching area is an area where the target distance between the controlled virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is less than a preset distance threshold.
[0215] In the disclosed embodiment, when the controlled virtual character is detected to be running out of an open space, prompting teammates to pass the ball can not only improve the utilization rate of the virtual resources of the game server, but also increase the probability of winning the game, thereby enhancing the player's gaming experience.
[0216] Based on the same application concept, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for displaying information in the game provided in the above embodiment are executed.
[0217] Specifically, the computer program executes the following instructions when run by the processor: in response to a movement instruction for a controlled virtual character, controlling the controlled virtual character to move in the virtual scene; the controlled virtual character is a virtual character in the first camp that currently does not hold the virtual sphere; in response to the controlled virtual character meeting a reasonable ball-catching condition, displaying a first prompt message on the graphical user interface; the reasonable ball-catching condition includes that there are no enemy virtual characters in the second camp in the interference area of the controlled virtual character; the first prompt message is used to prompt the target virtual character in the first camp to pass the virtual sphere to the controlled virtual character.
[0218] In an optional embodiment, the computer program executes the following instructions when the processor is running: the reasonable catching condition also includes at least one of the following: the controlled virtual character is in a valid pitching area and the catching resource gain is not in a cooling state.
[0219] In an optional embodiment, the computer program executes the following instructions when run by the processor: when the receiving resource gain is not in a cooling state, triggering a judgment on whether the controlled virtual character is in a valid pitching area, and whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character; when the controlled virtual character is in a valid pitching area, and there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, determining that the controlled virtual character meets the reasonable receiving conditions and responding to the controlled virtual character meeting the reasonable receiving conditions.
[0220] In an optional embodiment, the computer program executes the following instructions when run by the processor: after displaying a first prompt message on the graphical user interface, in response to the controlled virtual character obtaining the virtual sphere transferred by the target virtual character, controlling the first camp to obtain a first resource gain of the target virtual resource.
[0221] In an optional embodiment, the computer program executes the following instructions when run by the processor: after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character, displaying a second prompt information on the graphical user interface; the second prompt information is used to prompt that the first camp has obtained a ball receiving resource gain.
[0222] In an optional embodiment, the computer program executes the following instructions when run by the processor: in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, and the controlled virtual character meets the reasonable pitching condition, controlling the first camp to obtain a first resource gain of the target virtual resource; wherein the reasonable pitching condition includes at least one of the following: there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, the controlled virtual character is in the effective pitching area, and the receiving resource gain is not in a cooling state.
[0223] In an optional embodiment, the computer program executes the following instructions when run by the processor: in response to the controlled virtual character obtaining the virtual sphere passed by the target virtual character, triggering detection of whether the controlled virtual character meets the reasonable throwing conditions; when the controlled virtual character meets the reasonable throwing conditions, controlling the first camp to obtain the first resource gain of the target virtual resource.
[0224] In an optional embodiment, the computer program executes the following instructions when run by the processor: after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character and controlling the controlled virtual character in the first camp to obtain the first resource gain of the target virtual resource, a first quantity identifier and / or a second quantity identifier is displayed on the graphical user interface; the first quantity identifier is used to indicate the quantity information of the target virtual resource held by the controlled virtual character after the increase, and the second quantity identifier is used to indicate the quantity information of the target virtual resource newly added by the controlled virtual character.
[0225] In an optional embodiment, the computer program executes the following instructions when run by the processor: the target virtual resource is used to exchange for the release of the first virtual skill in the virtual scene; the first virtual skill and the second virtual skill are virtual skills of the same type, and the attribute parameters of the first virtual skill are higher than the attribute parameters of the second virtual skill.
[0226] In an optional embodiment, the computer program executes the following instructions when run by the processor: in response to the controlled virtual character satisfying the release conditions for the first virtual skill, controlling the controlled virtual character to release the first virtual skill in the virtual scene; the release conditions include the cumulative resource amount of the target virtual resources of the controlled virtual character being greater than or equal to the preset resource amount, and the presence of a trigger operation for the first virtual skill; the preset resource amount is used to represent the resource amount of the target virtual resources consumed by releasing the first virtual skill once.
[0227] In an optional embodiment, the computer program executes the following instructions when the processor is running: after controlling the first camp to obtain a first resource gain of the target virtual resource, a first time marker is displayed on the graphical user interface; the first time marker is used to represent the cooling time of the receiving resource gain.
[0228] In an optional embodiment, the computer program executes the following instructions when the processor is running: displaying the first time marker in the form of a progress bar at the ground position of the virtual scene where the controlled virtual character is located.
[0229] In an optional embodiment, the computer program executes the following instructions when run by the processor: after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, a third prompt information is displayed on the graphical user interface; the third prompt information is used to prompt the controlled virtual character to obtain a bonus gain in pitching hit rate and / or shooting speed.
[0230] In an optional embodiment, the computer program executes the following instructions when run by the processor: after monitoring that the controlled virtual character obtains the virtual sphere passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, a second time marker is displayed on the graphical user interface; the second time marker is used to represent the effective usage time of the additional gain of the pitching hit rate and / or shooting speed obtained by the controlled virtual character.
[0231] In an optional embodiment, the computer program executes the following instructions when run by the processor: after a second time marker is displayed on the graphical user interface, within the effective usage time, in response to a projection instruction for the controlled virtual character, the controlled virtual character is controlled to perform a projection skill corresponding to the projection instruction; in response to the controlled virtual character controlling the virtual sphere to hit the virtual ball box, the first camp is controlled to obtain a second resource gain of the target virtual resource.
[0232] In an optional implementation, the computer program executes the following instruction when executed by a processor: the amount of resources corresponding to the second resource gain is greater than the amount of resources corresponding to the first resource gain.
[0233] In an optional embodiment, the computer program executes the following instructions when run by the processor: the first prompt information and the second prompt information are both special effects of the controlled virtual character glowing all over, and the intensity of the special effects of the second prompt information is greater than that of the first prompt information.
[0234] In an optional embodiment, the computer program executes the following instructions when run by a processor: the interference area represents the area range where the success rate of the shooting skill triggering scoring event is reduced due to the interference of the enemy virtual character on the shooting skill of the controlled virtual character.
[0235] In an optional embodiment, the computer program executes the following instructions when run by a processor: the interference area includes a sector-shaped area with the controlled virtual character as the center and the target length as the radius.
[0236] In an optional embodiment, the computer program executes the following instructions when run by the processor: displaying the defensive confrontation status of the interference area of the controlled virtual character on the graphical user interface; the defensive confrontation status includes a defensive open position status and a defensive interference status, and the display forms of the defensive open position status and the defensive interference status are different.
[0237] In an optional embodiment, the computer program executes the following instructions when run by the processor: the effective pitching area is an area where the target distance between the controlled virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is less than a preset distance threshold.
[0238] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the above-mentioned information display method in the game. By prompting teammates to pass the ball when monitoring the opportunity when the controlled virtual character runs out of the open space, it can not only improve the utilization rate of the virtual resources of the game server, but also increase the probability of winning the game, thereby enhancing the player's gaming experience.
[0239] In the embodiments of the present disclosure, the computer program can also execute other machine-readable instructions when run by the processor to execute methods as described in other embodiments. For the specific execution method steps and principles, please refer to the description of the embodiments and will not be repeated here.
[0240] In the embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0241] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0242] In addition, each functional unit in the embodiments provided in the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0243] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0244] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0245] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or make equivalent replacements for some of the technical features therein. However, these modifications, changes, or replacements do not deviate from the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present disclosure. They should all be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.
Claims
1. A method for displaying information in a game, comprising providing, on a graphical user interface of a terminal device, a virtual scene for virtual characters from different camps to interact with each other, wherein the virtual characters from different camps compete with each other for a virtual sphere in the virtual scene, the method comprising: In response to a movement instruction for a controlled virtual character, controlling the controlled virtual character to move in the virtual scene; The controlled virtual character is a virtual character in the first camp who currently does not hold the virtual sphere; In response to the controlled virtual character meeting a reasonable ball-catching condition, displaying a first prompt message on the graphical user interface; the reasonable ball-catching condition includes that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character; The first prompt information is used to prompt the target virtual character in the first camp to transfer the virtual sphere to the controlled virtual character.
2. The method according to claim 1, wherein The reasonable ball catching condition also includes at least one of the following: the controlled virtual character is in an effective pitching area and the ball catching resource gain is not in a cooling state.
3. The method according to claim 2, wherein: The step of responding to the controlled virtual character satisfying a reasonable ball catching condition comprises: When the receiving resource gain is not in a cooling state, it is triggered to determine whether the controlled virtual character is in a valid pitching area, and whether there is an enemy virtual character in the second camp in the interference area of the controlled virtual character; When the controlled virtual character is in the effective pitching area and there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, it is determined that the controlled virtual character meets the reasonable ball receiving condition and a response is given to the controlled virtual character meeting the reasonable ball receiving condition.
4. The method according to claim 2, wherein: After displaying the first prompt information on the graphical user interface, the method further includes: In response to the controlled virtual character acquiring the virtual sphere transferred by the target virtual character, the first camp is controlled to obtain a first resource gain of the target virtual resource.
5. The method according to claim 4, wherein After monitoring that the controlled virtual character acquires the virtual sphere transferred by the target virtual character, the method further includes: A second prompt message is displayed on the graphical user interface; the second prompt message is used to prompt the first camp that it has obtained a receiving resource gain.
6. The method according to claim 4, wherein: The step of controlling the first camp to obtain a first resource gain of a target virtual resource in response to the controlled virtual character acquiring the virtual sphere transferred by the target virtual character comprises: In response to the controlled virtual character acquiring the virtual sphere delivered by the target virtual character and the controlled virtual character meeting a reasonable pitching condition, controlling the first camp to obtain a first resource gain of a target virtual resource; Among them, the reasonable pitching conditions include at least one of the following: there is no enemy virtual character in the second camp in the interference area of the controlled virtual character, the controlled virtual character is in the effective pitching area, and the receiving resource gain is not in a cooling state.
7. The method according to claim 6, wherein: In response to the controlled virtual character acquiring the virtual sphere delivered by the target virtual character and the controlled virtual character satisfying a reasonable pitching condition, the step of controlling the first camp to obtain a first resource gain of a target virtual resource includes: In response to the controlled virtual character acquiring the virtual ball delivered by the target virtual character, triggering detection of whether the controlled virtual character meets reasonable pitching conditions; When the controlled virtual character meets the reasonable pitching condition, the first camp is controlled to obtain a first resource gain of the target virtual resource.
8. The method according to claim 4, wherein: After monitoring that the controlled virtual character obtains the virtual sphere transferred by the target virtual character, and controlling the controlled virtual character in the first camp to obtain a first resource gain of the target virtual resource, the method further includes: A first quantity identifier and / or a second quantity identifier is displayed on the graphical user interface; the first quantity identifier is used to indicate the quantity information of the target virtual resource held by the controlled virtual character after the increase, and the second quantity identifier is used to indicate the quantity information of the target virtual resource newly added to the controlled virtual character.
9. The method according to any one of claims 4 to 8, wherein: The target virtual resource is used to exchange for the release of a first virtual skill in the virtual scene; the first virtual skill and the second virtual skill are virtual skills of the same type, and the attribute parameters of the first virtual skill are higher than the attribute parameters of the second virtual skill.
10. The method according to claim 9, wherein: The method further comprises: In response to the controlled virtual character satisfying the release conditions for the first virtual skill, the controlled virtual character is controlled to release the first virtual skill in the virtual scene; the release conditions include that the cumulative resource amount of the target virtual resources of the controlled virtual character is greater than or equal to the preset resource amount, and there is a trigger operation for the first virtual skill; the preset resource amount is used to represent the resource amount of the target virtual resources consumed by releasing the first virtual skill once.
11. The method according to claim 4 or 6, wherein: After controlling the first camp to obtain the first resource gain of the target virtual resource, the method further includes: A first time marker is displayed on the graphical user interface; the first time marker is used to represent the cooling time of the receiving resource gain.
12. The method according to claim 11, wherein Displaying a first time marker on the graphical user interface includes: The first time marker is displayed in the form of a progress bar at a ground position of the virtual scene where the controlled virtual character is located.
13. The method according to claim 6, wherein: After monitoring that the controlled virtual character acquires the virtual ball passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, the method further includes: A third prompt message is displayed on the graphical user interface; the third prompt message is used to prompt the controlled virtual character to obtain a bonus gain in pitching hit rate and / or shooting speed.
14. The method according to claim 13, wherein After monitoring that the controlled virtual character acquires the virtual ball passed by the target virtual character and the controlled virtual character meets the reasonable pitching conditions, the method further includes: A second time marker is displayed on the graphical user interface; the second time marker is used to represent the effective usage time of the additional gain of the shooting hit rate and / or shooting speed obtained by the controlled virtual character.
15. The method according to claim 14, wherein After displaying the second time marker on the graphical user interface, the method further includes: During the effective use time, in response to a projection instruction for the controlled virtual character, controlling the controlled virtual character to perform a projection skill corresponding to the projection instruction; In response to the controlled virtual character controlling the virtual sphere to hit the virtual ball frame, the first camp is controlled to obtain a second resource gain of the target virtual resource.
16. The method according to claim 15, wherein The amount of resources corresponding to the second resource gain is greater than the amount of resources corresponding to the first resource gain.
17. The method according to claim 5, wherein The first prompt information and the second prompt information are both special effects of the controlled virtual character glowing all over, and the intensity of the special effects of the second prompt information is greater than that of the first prompt information.
18. The method according to claim 1 or 6, wherein: The interference area represents an area range where the success rate of the shooting skill triggering scoring event is reduced due to the interference of the enemy virtual character on the shooting skill of the controlled virtual character.
19. The method according to claim 18, wherein The interference area includes a fan-shaped area with the controlled virtual character as the center and the target length as the radius.
20. The method according to claim 18, wherein The method further comprises: The defensive confrontation state of the interference area of the controlled virtual character is displayed on the graphical user interface; the defensive confrontation state includes a defensive empty state and a defensive interference state, and the display forms of the defensive empty state and the defensive interference state are different.
21. The method according to claim 2 or 6, wherein The effective pitching area is an area where the target distance between the controlled virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is less than a preset distance threshold.
22. A device for displaying in-game information, providing a virtual scene on a graphical user interface of a terminal device for virtual characters from different camps to interact, wherein the virtual characters from different camps compete with each other for a virtual sphere in the virtual scene, the device comprising: A first control module is configured to execute a movement instruction for a controlled virtual character and control the controlled virtual character to move in the virtual scene; The controlled virtual character is a virtual character in the first camp who currently does not hold the virtual sphere; a first display module configured to display first prompt information on the graphical user interface in response to the controlled virtual character meeting a reasonable ball catching condition; The reasonable receiving condition includes that there is no enemy virtual character in the second camp in the interference area of the controlled virtual character; The first prompt information is used to prompt the target virtual character in the first camp to transfer the virtual sphere to the controlled virtual character.
23. An electronic device comprising: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the in-game information display method as described in any one of claims 1 to 21.
24. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of the method for displaying information in a game according to any one of claims 1 to 21.
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