In-game information prompt method and apparatus, and electronic device
By displaying key icons and skill effect prompts in the graphical user interface that are consistent with the physical button layout of the gamepad, the problem of inconsistent gamepad key mapping and PC keyboard layout has been solved, improving the intuitiveness of player operation and the gaming experience.
Patent Information
- Application Number
- PCT/CN2025/103448
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-07-22
- Filing Date
- 2025-06-25
- Publication Date
- 2026-01-29
AI Technical Summary
The current game controller button mapping is inconsistent with the PC keyboard layout, making it difficult for players to determine the button positions and going against their intuitive operating habits.
Based on the physical button layout of the game controller, display the corresponding button icons in the graphical user interface to ensure that the display layout of the button icons in the graphical user interface is consistent with the physical layout in the game controller, and display skill effect prompts at the positions corresponding to the physical buttons.
To make the key mapping more consistent with the logic of game controllers, avoid going against the intuitive operating habits of players, and improve the accuracy and efficiency of player operations.
Smart Images

Figure CN2025103448_29012026_PF_FP_ABST
Abstract
Description
Information prompting methods, devices and electronic devices in games
[0001] Cross-referencing related applications
[0002] This application claims priority to Chinese Patent Application No. 202410985860.9, filed on July 22, 2024, entitled "Method, Apparatus and Electronic Device for Prompting Information in Games", the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game interaction design technology, and in particular to a method, apparatus and electronic device for providing information prompts in games. Background Technology
[0004] Game controllers allow players to enjoy games in a comfortable posture, and their vibration function, which adapts to changes in the game environment during demanding games, enhances immersion and makes players feel more engaged. However, most games use key mappings based on the physical layout of PC keyboard keys. This results in on-screen key prompts being displayed horizontally, making it difficult for players to pinpoint the corresponding key's location on the controller. This contradicts intuitive control habits and causes confusion for players. Summary of the Invention
[0005] The purpose of this disclosure is to provide a method, device, and electronic device for providing information prompts in games, so as to display the key icons corresponding to the physical keys in the graphical user interface according to the physical layout of the physical keys in the game controller, thereby conforming to the logic of the game controller and avoiding violating the player's intuitive operating habits.
[0006] In a first aspect, this disclosure provides a method for providing information prompts in a game. The method includes: displaying a graphical user interface (GUI) via a terminal device, the terminal device being communicatively connected to a game controller, the GUI including a game scene, and a target virtual character controlled by the game controller within the game scene; responding to the target virtual character entering a target skill casting state in the game scene, configuring a target key on the game controller to trigger a skill effect corresponding to the target skill, wherein the target key is at least one physical key on the game controller, and different physical keys trigger different skill effects; determining the physical layout of the at least one physical key on the game controller, and displaying key identifiers corresponding to each physical key at a designated location in the GUI based on the physical layout, so that the display layout of the key identifiers in the GUI is consistent with the physical layout of the at least one physical key on the game controller; displaying corresponding skill effect prompt information at the associated location of the key identifiers corresponding to each physical key; and responding to a trigger operation on the target physical key on the game controller, controlling the target virtual character to cast a target skill in the game scene to generate a skill effect corresponding to the target physical key in the game scene, wherein the target physical key is any one of the at least one physical key.
[0007] Secondly, this disclosure provides an information prompting device for a game, comprising: an interface display module configured to display a graphical user interface via a terminal device, the terminal device being communicatively connected to a game controller, the graphical user interface including a game scene, the game scene including a target virtual character controlled by the game controller; a function configuration module configured to, in response to the target virtual character entering a target skill casting state in the game scene, control the configuration of a target key on the game controller to trigger the skill effect corresponding to the target skill, wherein the target key is at least one physical key on the game controller, and different physical keys correspond to triggering different skill effects; and an identification display module configured to determine at least one physical key in... The game controller has a physical layout, and based on this physical layout, it displays the corresponding key icons for each physical key at a specified location in the graphical user interface, so that the display layout of the key icons in the graphical user interface is consistent with the physical layout of at least one physical key in the game controller; an information prompt module is configured to display corresponding skill effect prompts at the associated location of the key icons for each physical key; a skill trigger module is configured to respond to a trigger operation on a target physical key in the game controller, and control the target virtual character to release a target skill in the game scene, so as to generate the skill effect corresponding to the target physical key in the game scene, wherein the target physical key is any one of at least one physical key.
[0008] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the information prompting method in the above-mentioned game.
[0009] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the information prompting method described above in the game.
[0010] The embodiments disclosed herein bring the following beneficial effects:
[0011] This disclosure provides a method, apparatus, and electronic device for providing information prompts in a game. First, a graphical user interface (GUI) is displayed on a terminal device. The terminal device is communicatively connected to a game controller. The GUI includes a game scene, and the game scene includes a target virtual character controlled by the game controller. Then, in response to the target virtual character entering a target skill activation state in the game scene, a target key on the game controller is configured to trigger the skill effect corresponding to the target skill. The target key is at least one physical key on the game controller, and different physical keys correspond to different skill effects. Next, it is determined that at least one physical key is located on the game controller. The system employs a physical layout approach, displaying key icons corresponding to each physical key in a designated location within the graphical user interface (GUI) based on this layout. This ensures that the key icon display layout in the GUI aligns with the physical layout of at least one physical key on the game controller. Corresponding skill effect prompts are displayed at the associated locations of the key icons for each physical key. Then, in response to trigger operations targeting the target physical key on the game controller, the system controls the target virtual character to unleash the target skill in the game scene, generating the skill effect corresponding to the target physical key. The target physical key can be any one of at least one physical key. This method, by displaying corresponding key icons in the GUI based on the physical layout of the game controller's physical keys, makes the key mapping more consistent with the game controller's logic and avoids contradicting the player's intuition.
[0012] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0013] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0014] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0015] Figure 1 is a flowchart of an information prompting method in a game according to one embodiment of the present disclosure;
[0016] Figure 2 is a schematic diagram of a graphical user interface displaying key icons according to one embodiment of the present disclosure;
[0017] Figure 3 is a schematic diagram of a same-side key mark provided in one embodiment of the present disclosure;
[0018] Figure 4 is a schematic diagram of a key prompt information offset provided in one embodiment of this disclosure;
[0019] Figure 5 is a schematic diagram of the structure of an information prompting device in a game according to one embodiment of the present disclosure;
[0020] Figure 6 is a schematic diagram of the structure of an electronic device provided in one embodiment of this disclosure. Detailed Implementation
[0021] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0022] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0023] In one embodiment of this disclosure, the information prompting method in the game can run on a local terminal device or a server. When the information prompting method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0024] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information prompts in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0025] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0026] In one possible implementation, this disclosure provides a method for providing information prompts in a game, as shown in FIG1. The method includes the following specific steps:
[0027] Step S102: Display a graphical user interface through a terminal device. The terminal device is communicatively connected to a game controller. The graphical user interface includes a game scene, and the game scene includes a target virtual character controlled by the game controller.
[0028] In practical implementation, the aforementioned terminal device can be either the local terminal device mentioned above or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, personal computer, or tablet computer. The aforementioned game controller is typically a component of a common video game console. By manipulating its buttons, the virtual character in the game can be controlled. For example, the game controller can include physical buttons such as the D-pad, ABXY buttons, select buttons, and pause buttons. The game controller can communicate with the terminal device via cable or wireless signal. The terminal device runs the game program corresponding to the target game and can display the graphical user interface corresponding to the target game on the terminal device. The target game can be any game. The graphical user interface displays scene screens corresponding to at least part of the game scene, and the game scene includes the target virtual character that can be controlled by both the game controller and the terminal device.
[0029] Step S104: In response to the target virtual character entering the target skill casting state in the game scene, the control configures the target key on the game controller to trigger the skill effect corresponding to the target skill. The target key is at least one physical key on the game controller, and different physical keys correspond to triggering different skill effects.
[0030] In practice, players can control a target virtual character to enter the target skill casting state in the game scene by triggering a designated button on the terminal device or game controller; they can also control the target virtual character to enter the target skill casting state in the game scene when the target virtual character is in a designated location in the game scene or when the target virtual character's game state in the game scene meets preset conditions; other methods can also be used to control the target virtual character to enter the target skill casting state in the game scene, which can be determined according to the game rules.
[0031] In practical applications, the target skills corresponding to the target virtual character can be determined according to the game rules, and different virtual characters usually have different skills. Specifically, the aforementioned target skills may include at least one of the following: game skills that control the target virtual character to perform attack behaviors, and game skills that control the target virtual character to change its position or posture. Specifically, the game skills that allow different virtual characters to perform attack behaviors can be determined according to the game rules. Changing the position of the virtual character can be an instantaneous change of the virtual character's position in the game scene, or it can be changed by using virtual props. Changing the posture of the virtual character may include, but is not limited to: changing the size of the virtual character, changing the virtual character's pose, shape, or action, etc.
[0032] When a target virtual character enters the target skill casting state in the game scene, the target button on the game controller will be configured to trigger the corresponding skill effect. This target button can be one or more physical buttons on the game controller. The number of physical buttons included in the target button is determined by the type of skill effect corresponding to the target skill. Generally, the more types of skill effects, the more physical buttons the target button will contain, and different physical buttons will trigger different skill effects. For example, if the target skill is a grappling hook skill, and its effect is to hook the virtual character using a grappling hook, then the target button can be one physical button on the game controller. The specific physical button can be determined based on pre-configured operations. If the target skill is a teleportation skill, and its effects include teleporting a virtual object to a designated location and canceling the teleportation, then the target button can be two physical buttons on the game controller: one physical button to control teleporting the virtual object to the designated location, and the other physical button to cancel the teleportation.
[0033] In practical implementation, the aforementioned target skill is a skill completed in multiple stages. For example, the first stage triggers the skill prompt for the next operation, that is, triggers the target skill to be in the casting state; the second stage determines the skill effect through operation selection. For example, if the target skill is a grappling hook skill, after the first stage is triggered, the grappling hook is cast to a distance, thus the grappling hook skill is in the casting state; the second stage triggers the retraction of the grappling hook, moving the virtual character to the grappled position. If the target skill is a teleportation skill, after the first stage is triggered, a teleportation portal is displayed at a preset location, thus the teleportation skill is in the casting state; the second stage teleports the virtual character, moving the virtual character to the location of the teleportation portal and then teleporting the virtual character to the designated location.
[0034] Step S106: Determine the physical layout of at least one physical button in the game controller, and display the button identifier corresponding to each physical button at a specified position in the graphical user interface based on the physical layout, so that the display layout of the button identifier in the graphical user interface is consistent with the physical layout of at least one physical button in the game controller.
[0035] Because existing game key mappings are designed based on the physical layout of PC keyboard keys, the key prompts displayed on the graphical user interface during in-game key mapping are always arranged horizontally. For example, when using the W and S keys for key mapping in a game, the corresponding key prompts for the W and S keys are displayed horizontally, but these keys are all located on the right side of the keyboard, with the W key above the S key. Applying this key mapping method to gamepad key mapping makes it difficult for players to determine the location of the prompted keys on the gamepad, contradicting their intuitive operating habits. Therefore, this disclosure provides key mapping based on the physical layout of keys on a gamepad, allowing players to accurately locate the key positions on the gamepad based on the key mapping information.
[0036] Specifically, the physical layout of the aforementioned physical buttons on the game controller is determined based on the position of the physical buttons on the game controller and the relative positions of the various physical buttons on the game controller. In actual implementation, when the target virtual character enters the target skill casting state in the game scene, not only will the target button on the game controller be configured to trigger the skill effect corresponding to the target skill, but the button identifier corresponding to the target button will also be displayed at a designated location in the graphical user interface. The display layout of the button identifiers corresponding to the various physical buttons included in the target button in the graphical user interface is consistent with the physical layout of the various physical buttons included in the target button on the game controller.
[0037] For example, if the target key layout includes physical button 1 and physical button 2, with physical button 1 located on the right side of the game controller and physical button 2 located on the left side, then when displaying the corresponding button icon in a designated location in the graphical user interface, the button icon corresponding to physical button 1 will be displayed to the right of the button icon corresponding to physical button 2, and the button icon corresponding to physical button 2 will be displayed to the left of the button icon corresponding to physical button 1. Similarly, if the target key layout includes physical button 3 and physical button 4, with physical button 3 located above physical button 3 and physical button 4 located below physical button 3, then when displaying the corresponding button icon in a designated location in the graphical user interface, the button icon corresponding to physical button 3 will be displayed above the button icon corresponding to physical button 4, and the button icon corresponding to physical button 4 will be displayed below the button icon corresponding to physical button 3. It should be noted that "above" can refer to directly above or diagonally above, and "below" can refer to directly below or diagonally below.
[0038] In practical applications, the key labels for each physical button on a game controller are pre-set and conform to the logic of the game controller and player habits. For example, the key label for the A button on a game controller can be A, the key label for the B button can be B, the key label for the X button can be X, the key label for the D-pad can be +, the key label for the right trigger can be RT, the key label for the left trigger can be LT, the key label for the left forward button can be LB, and the key label for the right forward button can be RB, etc.
[0039] Step S108: Display the corresponding skill effect prompt information at the associated position of the key icon corresponding to each physical key.
[0040] In practical implementation, the associated position of the key identifier can be determined according to development needs. This associated position can be below, above, to the left, or to the right of the key identifier. Since different physical keys trigger different skill effects, in order for players to understand and distinguish the skill effect corresponding to each physical key, it is necessary to display the corresponding skill effect prompt information in the graphical user interface along with the key identifier corresponding to the physical key. This skill effect prompt information is used to indicate the skill effect of the target skill corresponding to the corresponding physical key, and this skill effect prompt information is usually in text form.
[0041] Step S110: Respond to the trigger operation for the target physical key in the game controller, control the target virtual character to release the target skill in the game scene, so as to generate the skill effect corresponding to the target physical key in the game scene, wherein the target physical key is any one of at least one physical key.
[0042] In practice, the target physical button can be any physical button on the game controller associated with the target skill. The trigger operation for the target physical button can be determined according to the game rules; for example, the trigger operation can be a click, a long press, or a push operation on the target physical button. When the player triggers the target physical button on the game controller, the target virtual character in the game will cast the target skill in the game scene. The skill effect corresponding to this target skill is the same as the skill effect corresponding to the target physical button.
[0043] The information prompting method in the above game displays corresponding key icons on the graphical user interface based on the physical layout of the physical buttons on the game controller, making the key mapping more consistent with the logic of the game controller and avoiding going against the player's intuition.
[0044] The following examples describe a method for displaying key prompts in a graphical user interface.
[0045] Specifically, the process of displaying the key identifiers corresponding to each physical key at a specified location in the graphical user interface based on the physical layout can include: displaying the key identifiers corresponding to each physical key in the graphical user interface with the crosshair position in the graphical user interface as the center, based on the physical layout; wherein, the left side of the crosshair position is used to display the key identifiers of the physical keys located on the left side of the game controller, and the right side of the crosshair position is used to display the key identifiers of the physical keys located on the right side of the game controller.
[0046] In practical implementation, the first step is to determine the physical layout of the target buttons on the game controller. Then, the crosshair position in the graphical user interface is assumed to be the center of the game controller. Using the crosshair position as the center, the button icons of each physical button included in the target button set are displayed according to the physical layout. This means that some physical button icons may be displayed to the right, left, or below the crosshair position, etc., ensuring that the display layout of the button icons in the graphical user interface matches the physical layout of the corresponding physical buttons on the game controller. The crosshair position in the graphical user interface is typically the center point of the graphical user interface.
[0047] In an optional embodiment, the physical buttons in the game controller are categorized into multiple types based on their position and function. For example, the physical buttons in the game controller can be divided into a first type of physical button and a second type of physical button. The specific physical buttons included in the first and second types can be determined based on their position and function, or according to development requirements. Based on this, the graphical user interface can be pre-divided into multiple display areas. Different display areas are used to display button icons corresponding to different categories of physical buttons or to display button icons corresponding to physical buttons at different positions. For example, the graphical user interface can be divided into four areas—upper left, lower left, upper right, and lower right—centered on the crosshair position or a position moved down from the crosshair position.
[0048] In a specific implementation, when the target key is a first type of physical key in a game controller, based on the physical layout, the specific process of displaying the key identifiers corresponding to each physical key in the graphical user interface with the crosshair position in the graphical user interface as the center may include: based on the physical layout, displaying the key identifiers of the first type of physical keys located on the right side of the game controller to the right of the crosshair position, and displaying the key identifiers of the first type of physical keys located on the left side of the game controller to the left of the crosshair position.
[0049] Furthermore, when the target key also includes a second type of physical key in the game controller, the key identifiers of the second type of physical key in the game controller are displayed below the left and right sides of the crosshair position; wherein, the key identifiers of the first type of physical key are displayed above the key identifiers of the second type of physical key. Specifically, the key identifiers corresponding to the second type of physical key can be positioned below the left or right side of the crosshair position, depending on their key position in the game controller. In this case, if the key identifiers of the first type of physical key are displayed in the graphical user interface, these key identifiers are located above the key identifiers of the second type of physical key.
[0050] In one specific implementation, based on the physical layout of the physical buttons in the game controller, all physical buttons in the game controller can be divided into two layers: the upper layer is the first type of physical button, and the lower layer is the second type of physical button. Thus, the button labels corresponding to the first type of physical button are displayed above the button labels corresponding to the second type of physical button, making the button mapping in the game controller more consistent with the distribution logic of the buttons in the game controller and avoiding going against the player's intuition.
[0051] Figure 2 shows a schematic diagram of key identifiers displayed in a graphical user interface according to an embodiment of this disclosure. The lower right corner of Figure 2 shows a game controller model. This game controller model is not usually displayed in the graphical user interface. Here, to facilitate understanding of the relationship between the physical distribution of the physical buttons in the game controller and the layout of the key identifiers displayed in the graphical user interface, the game controller model is displayed in the graphical user interface. At the top of the game controller model in Figure 2, two physical buttons are shown: the left trigger and the right trigger. The physical button located above the game controller model and below the left trigger is the left forward button, and the physical button located above the game controller model and below the right trigger is the right forward button. These four physical buttons are the first type of physical buttons. The key identifiers corresponding to the first type of physical buttons are displayed on the left and right sides of the crosshair position, respectively. That is, the key identifier (LB) corresponding to the left trigger and the key identifier (LT) corresponding to the left forward button are displayed on the left side of the crosshair position, and the key identifier (RB) corresponding to the right trigger and the key identifier (RT) corresponding to the right forward button are displayed on the right side of the crosshair position. The second type of physical buttons refers to all physical buttons on the game controller other than those in the first type. These physical buttons are located below the first type of physical buttons, and their corresponding labels are displayed below the crosshair and the labels for the first type of physical buttons. The second type of physical buttons includes the Y, X, A, B, D-pad, and joystick buttons on the game controller. The circle with a dot in the center of Figure 2 represents the crosshair in the graphical user interface, and the button descriptions in Figure 2 provide the corresponding skill effect prompts.
[0052] In an optional embodiment, in response to at least one physical button including a plurality of first-type physical buttons located on the same side of the game controller, the button identifiers corresponding to the plurality of first-type physical buttons are arranged vertically and displayed in the vicinity of the crosshair position; wherein the positional relationship between the vicinity position and the crosshair position matches the button positions of the plurality of first-type physical buttons in the game controller.
[0053] For example, if the target key layout includes two Type 1 physical buttons, and both of these Type 1 physical buttons are located on the right side of the game controller, then based on the physical layout of these two Type 1 physical buttons on the game controller, the corresponding button labels will be displayed vertically on the right side of the crosshair. Similarly, if both Type 1 physical buttons are located on the left side of the game controller, then based on the physical layout of these two Type 1 physical buttons on the game controller, the corresponding button labels will be displayed vertically on the left side of the crosshair.
[0054] Figure 3 shows a schematic diagram of a same-side button label provided in an embodiment of this disclosure. The button labels in Figure 3 are LB and LT. LB is the button label corresponding to the left trigger on the game controller, and LT is the button label corresponding to the left front button. Both the left trigger and the left front button are located on the left side of the game controller, with the left trigger positioned above the left front button. Therefore, LB and LT are both displayed to the left of the crosshair, with LB displayed above LT. This method solves the problem of simultaneous display of same-side buttons. For example, when the physical button mappings on the left side of the game controller are displayed simultaneously, an up-down arrangement is more intuitive for players. If the existing left-right arrangement logic is followed, players need to spend more attention when using these physical buttons, thus increasing the learning curve.
[0055] In another optional embodiment, at least one physical button includes a physical button located on the right side of the game controller as a third type of physical button, and / or a physical button located on the right side of the game controller as a fourth type of physical button. Based on the physical layout, the step of displaying the button identifiers corresponding to each physical button in the graphical user interface with the crosshair position in the graphical user interface as the center includes: in response to multiple third type physical buttons, displaying first type button identifiers corresponding to the third type physical buttons on the right side of the crosshair position according to the physical layout of the third type physical buttons on the right side of the game controller, so that the relative positional relationship between the first type button identifiers is consistent with the relative positional relationship between the third type physical buttons; and / or in response to multiple fourth type physical buttons, displaying second type button identifiers corresponding to the fourth type physical buttons on the right side of the crosshair position according to the physical layout of the fourth type physical buttons on the left side of the game controller, so that the relative positional relationship between the second type button identifiers is consistent with the relative positional relationship between the fourth type physical buttons.
[0056] In practical implementation, the physical buttons in the game controller can be divided into two categories according to their position: the third category of physical buttons located on the right side of the game controller and the fourth category of physical buttons located on the left side of the game controller.
[0057] Furthermore, when displaying the first type of button icons corresponding to multiple third type physical buttons in the graphical user interface, the first type of button icons corresponding to the third type physical buttons will be arranged vertically on the right side of the crosshair position based on the vertical position of the multiple third type physical buttons on the game controller; when displaying the first type of button icons corresponding to multiple fourth type physical buttons in the graphical user interface, the second type of button icons corresponding to the fourth type physical buttons will be arranged vertically on the left side of the crosshair position based on the vertical position of the multiple fourth type physical buttons on the game controller.
[0058] In an optional embodiment, in response to the fact that the key icons and / or skill effect prompts displayed in the graphical user interface at least partially overlap with the character model of the target virtual character, the display position of the key icons and / or skill effect prompts in the graphical user interface is adjusted according to the position of the character model, so that the key icons and / or skill effect prompts do not overlap with the character model of the target virtual character. Specifically, the display position of only the overlapping key icons in the graphical user interface may be adjusted, or only the overlapping skill effect prompts in the graphical user interface may be adjusted, or the display position of the skill effect prompts corresponding to the overlapping key icons may be adjusted simultaneously, or the display position of the key icons corresponding to the overlapping skill effect prompts may be adjusted simultaneously, thereby maintaining the associated display of the key icons and the corresponding skill effect prompts.
[0059] In practical implementation, when the target virtual character enters a special state, the key icons or skill effect prompts displayed in the graphical user interface may overlap with the target virtual character, thus affecting the readability of the displayed information in the graphical user interface. These special states might include the target virtual character's model becoming larger, or the character model being closer to the crosshair when using a skill. In such cases, this invention can dynamically adjust the display position of the key icons and / or skill effect prompts based on the position of the character model, enabling players to quickly identify the key prompts in these special states and improving the gaming experience.
[0060] In practical applications, to ensure that key markers and skill effect prompts do not overlap with the target virtual character's model, the key markers can be offset based on the original physical layout. Specifically, in response to a situation where the first key marker in the key markers at least partially overlaps with the target virtual character's model, the control shifts the first key marker and the corresponding first skill effect prompt in a direction away from the crosshair position, so that the first key marker and the first skill effect prompt do not overlap with the character model; and / or, in response to a situation where the second skill effect prompt in the skill effect prompts at least partially overlaps with the target virtual character's model, the control shifts the corresponding second key marker and the second skill effect prompt in a direction away from the crosshair position, so that the second key marker and the second skill effect prompt do not overlap with the character model.
[0061] In practice, the key icons and their corresponding skill effect prompts are offset simultaneously, maintaining the positional relationship between the key icons and their corresponding skill effect prompts. Even when the key icons are offset, the display layout of the key icons in the graphical user interface remains consistent with the physical layout of the corresponding physical buttons on the gamepad, thus avoiding excessive effort for players when using the physical buttons.
[0062] In an optional embodiment, the specific process of controlling the first key identifier and the corresponding first skill effect prompt information to shift away from the crosshair position in response to the first key identifier overlapping at least partially with the character model of the target virtual character, so that the first key identifier and the first skill effect prompt information do not overlap with the character model, may include: in response to the target virtual character's character model being located to the right of the crosshair position and the first key identifier being displayed to the right of the crosshair position, shifting the first key identifier and the corresponding first skill effect prompt information to the right of the crosshair position so that the first key identifier and the first skill effect prompt information do not overlap with the character model; in response to the target virtual character's character model being located to the left of the crosshair position and the first key identifier being displayed to the left of the crosshair position, shifting the first key identifier and the corresponding first skill effect prompt information to the left of the crosshair position so that the first key identifier and the first skill effect prompt information do not overlap with the character model.
[0063] In an optional embodiment, where the second skill effect prompt information in the skill effect prompt information at least partially overlaps with the character model of the target virtual character, the specific process of controlling the shifting of the second key identifier corresponding to the second skill effect prompt information and the second skill effect prompt information away from the crosshair position so that the second key identifier and the second skill effect prompt information do not overlap with the character model may include: responding to the target virtual character's character model being located to the right of the crosshair position and the second skill effect prompt information being displayed to the right of the crosshair position, shifting the second skill effect prompt information and the second key identifier corresponding to the second skill effect prompt information to the right of the crosshair position so that the second skill effect prompt information and the second key identifier do not overlap with the character model; responding to the target virtual character's character model being located to the left of the crosshair position and the second skill effect prompt information being displayed to the left of the crosshair position, shifting the second skill effect prompt information and the second key identifier corresponding to the second skill effect prompt information to the left of the crosshair position so that the second skill effect prompt information and the second key identifier do not overlap with the character model.
[0064] In practical implementation, since some games have a lot of cues around the crosshair, it's necessary to shift the key icons and their corresponding skill effect cues away from the crosshair position, moving them away from the character model. When there are key icons on both sides of the crosshair (including key icons and their corresponding skill effect information), the shift depends on which side the character model is facing. If the character model is to the left of the crosshair, it's more likely to obscure the left-side key icons; in this case, simply shifting the left-side key icons is sufficient. Similarly, if the character model is to the right of the crosshair, it's more likely to obscure the right-side key icons; in this case, simply shifting the right-side key icons is sufficient.
[0065] Figure 4 shows a schematic diagram of key prompt information offset provided in an embodiment of this disclosure. The character model in the left image of Figure 4 overlaps with the skill effect prompt information corresponding to the two key icons displayed to the left of the crosshair position. At this time, it is necessary to maintain the original display layout and control the two key icons and the skill effect prompt information corresponding to the two key icons to shift to the left as a whole so that the displayed key icons and skill effect prompt information do not overlap with the character model, as shown in the right image of Figure 4.
[0066] In the above method, when the button labels corresponding to the physical buttons on the same side of the game controller are displayed simultaneously, the button labels corresponding to the physical buttons on the same side are arranged vertically according to the physical layout order of the game controller, reducing the learning cost for players. At the same time, when the character model overlaps with the button prompts, the button prompts will be shifted away from the crosshair position to avoid the character model, so that players can quickly identify the button prompts and improve the player's gaming experience.
[0067] Corresponding to the above method embodiments, this disclosure provides an information prompting device for games, as shown in FIG5. The device includes:
[0068] The interface display module 50 is configured to display a graphical user interface via a terminal device. The terminal device is communicatively connected to a game controller. The graphical user interface includes a game scene, and the game scene includes a target virtual character controlled by the game controller.
[0069] The function configuration module 51 is configured to respond to the target virtual character entering the target skill casting state in the game scene, and control the target key in the game controller to be configured to trigger the skill effect corresponding to the target skill. The target key is at least one physical key in the game controller, and different physical keys correspond to triggering different skill effects.
[0070] The identification display module 52 is configured to determine the physical layout of at least one physical button in the game controller, and display the button identifiers corresponding to each physical button at a specified position in the graphical user interface based on the physical layout, so that the display layout of the button identifiers in the graphical user interface is consistent with the physical layout of at least one physical button in the game controller.
[0071] The information prompt module 53 is configured to display the corresponding skill effect prompt information at the associated position of the key identifier corresponding to each physical key.
[0072] The skill trigger module 54 is configured to respond to a trigger operation on a target physical key in the game controller, and control the target virtual character to release the target skill in the game scene, so as to produce the skill effect corresponding to the target physical key in the game scene, wherein the target physical key is any one of at least one physical key.
[0073] The information prompting device in the aforementioned game displays corresponding key icons on the graphical user interface to provide key prompts based on the physical layout of the physical buttons on the game controller. This makes the key mapping more consistent with the logic of the game controller and avoids going against the player's intuition.
[0074] Specifically, the aforementioned label display module 52 is configured to: based on the physical layout, display the key labels corresponding to each physical key in the graphical user interface with the crosshair position in the graphical user interface as the center; wherein, the left side of the crosshair position is used to display the key labels of the physical keys located on the left side of the game controller, and the right side of the crosshair position is used to display the key labels of the physical keys located on the right side of the game controller.
[0075] In an optional embodiment, the physical buttons in the game controller are divided into multiple categories according to their position and function; wherein, when the target button is a first type of physical button in the game controller, the above-mentioned identification display module 52 is configured to: display the button identification of the first type of physical button located on the right side of the game controller to the right of the crosshair position based on the physical layout, and display the button identification of the first type of physical button located on the left side of the game controller to the left of the crosshair position.
[0076] Furthermore, when the target key also includes a second type of physical key in the game controller, the aforementioned identification display module 52 is further configured to: display the key identifier of the second type of physical key in the game controller below the left and right sides of the crosshair position; wherein, the key identifier of the first type of physical key is used to display above the key identifier of the second type of physical key.
[0077] Furthermore, the aforementioned identification display module 52 is also configured to: in response to at least one physical button including multiple first-type physical buttons located on the same side of the game controller, control the button identifiers corresponding to the multiple first-type physical buttons to be displayed vertically in a position near the crosshair position; wherein the positional relationship between the nearby position and the crosshair position matches the button positions of the multiple first-type physical buttons in the game controller.
[0078] In an optional embodiment, at least one physical button includes a physical button located on the right side of the game controller as a third type of physical button, and / or a physical button located on the right side of the game controller as a fourth type of physical button. Based on this, the above-mentioned identification display module 52 is further configured to: in response to multiple third type physical buttons, display first type button identifiers corresponding to the third type physical buttons on the right side of the crosshair position according to the physical layout of the third type physical buttons on the right side of the game controller, so that the relative positional relationship between the first type button identifiers is consistent with the relative positional relationship between the third type physical buttons; and / or, in response to multiple fourth type physical buttons, display second type button identifiers corresponding to the fourth type physical buttons on the right side of the crosshair position according to the physical layout of the fourth type physical buttons on the left side of the game controller, so that the relative positional relationship between the second type button identifiers is consistent with the relative positional relationship between the fourth type physical buttons.
[0079] In practice, the first type of key identifiers corresponding to the third type of physical key are arranged vertically on the right side of the crosshair position, and the second type of key identifiers corresponding to the fourth type of physical key are arranged vertically on the left side of the crosshair position.
[0080] Furthermore, the above-mentioned device also includes a display position adjustment module, configured to: in response to the fact that the key icons and / or skill effect prompts displayed in the graphical user interface at least partially overlap with the character model of the target virtual character, adjust the display position of the key icons and / or skill effect prompts in the graphical user interface according to the position of the character model, so that the key icons and / or skill effect prompts do not overlap with the character model of the target virtual character.
[0081] In a specific implementation, the aforementioned display position adjustment module is further configured to: respond to the fact that the first key identifier in the key identifiers at least partially overlaps with the character model of the target virtual character, control the first key identifier and the first skill effect prompt information corresponding to the first key identifier to be shifted away from the crosshair position, so that the first key identifier and the first skill effect prompt information do not overlap with the character model; and / or, responding to the fact that the second skill effect prompt information in the skill effect prompt information at least partially overlaps with the character model of the target virtual character, control the second key identifier corresponding to the second skill effect prompt information and the second skill effect prompt information to be shifted away from the crosshair position, so that the second key identifier and the second skill effect prompt information do not overlap with the character model.
[0082] In an optional embodiment, the target skill includes at least one of the following: a game skill that controls a target virtual character to perform attack behavior, or a game skill that controls a target virtual character to change position or posture.
[0083] The information prompting device in the game provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0084] This disclosure also provides an electronic device, as shown in FIG6, which includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the information prompting method in the game described above.
[0085] Specifically, the information prompting method in the aforementioned game includes: displaying a graphical user interface (GUI) via a terminal device, the terminal device being communicatively connected to a game controller, the GUI including a game scene, and the game scene including a target virtual character controlled by the game controller; responding to the target virtual character entering a target skill casting state in the game scene, controlling the configuration of a target key on the game controller to trigger the skill effect corresponding to the target skill, wherein the target key is at least one physical key on the game controller, and different physical keys correspond to triggering different skill effects; determining the physical layout of at least one physical key on the game controller, and displaying key identifiers corresponding to each physical key at a designated position in the GUI based on the physical layout, so that the display layout of the key identifiers in the GUI is consistent with the physical layout of at least one physical key on the game controller; displaying corresponding skill effect prompt information at the associated position of the key identifiers corresponding to each physical key; responding to a trigger operation on the target physical key on the game controller, controlling the target virtual character to cast a target skill in the game scene to generate the skill effect corresponding to the target physical key in the game scene, wherein the target physical key is any one of the at least one physical key.
[0086] The information prompting method in the above game displays corresponding key icons on the graphical user interface based on the physical layout of the physical buttons on the game controller, making the key mapping more consistent with the logic of the game controller and avoiding going against the player's intuition.
[0087] In an optional embodiment, the step of displaying the key identifiers corresponding to each physical key at a specified position in the graphical user interface based on the physical layout includes: displaying the key identifiers corresponding to each physical key in the graphical user interface with the crosshair position in the graphical user interface as the center, based on the physical layout; wherein, the left side of the crosshair position is used to display the key identifiers of the physical keys located on the left side of the game controller, and the right side of the crosshair position is used to display the key identifiers of the physical keys located on the right side of the game controller.
[0088] In an optional embodiment, the physical buttons in the game controller are divided into multiple categories based on their position and function. When the target button is a first type of physical button in the game controller, the step of displaying the button identifiers corresponding to each physical button in the graphical user interface with the crosshair position in the graphical user interface as the center, based on the physical layout, includes: displaying the button identifiers of the first type of physical buttons located on the right side of the game controller to the right of the crosshair position, and displaying the button identifiers of the first type of physical buttons located on the left side of the game controller to the left of the crosshair position, based on the physical layout.
[0089] In an optional embodiment, when the target key also includes a second type of physical key in the game controller, the above method further includes: displaying the key identifier of the second type of physical key in the game controller below the left and right sides of the crosshair position; wherein, the key identifier of the first type of physical key is used to be displayed above the key identifier of the second type of physical key.
[0090] In an optional embodiment, the method further includes: in response to at least one physical button including a plurality of first-type physical buttons located on the same side of the game controller, controlling the button identifiers corresponding to the plurality of first-type physical buttons to be displayed vertically in a position near the crosshair position; wherein the positional relationship between the nearby position and the crosshair position matches the button positions of the plurality of first-type physical buttons in the game controller.
[0091] In an optional embodiment, the physical button mentioned above includes a physical button located on the right side of the game controller as a third type of physical button, and / or a physical button located on the right side of the game controller as a fourth type of physical button. Based on the physical layout, the step of displaying the button identifier corresponding to each physical button in the graphical user interface with the crosshair position in the graphical user interface as the center includes: in response to multiple third type physical buttons, displaying the first type of button identifier corresponding to the third type of physical button on the right side of the crosshair position according to the physical layout of the third type of physical buttons on the right side of the game controller, so that the relative positional relationship between the first type of button identifiers is consistent with the relative positional relationship between the third type of physical buttons; and / or in response to multiple fourth type physical buttons, displaying the second type of button identifier corresponding to the fourth type of physical button on the right side of the crosshair position according to the physical layout of the fourth type of physical buttons on the left side of the game controller, so that the relative positional relationship between the second type of button identifiers is consistent with the relative positional relationship between the fourth type of physical buttons.
[0092] In an optional embodiment, the first type of key identifier corresponding to the third type of physical key is arranged vertically on the right side of the crosshair position, and the second type of key identifier corresponding to the fourth type of physical key is arranged vertically on the left side of the crosshair position.
[0093] In an optional embodiment, the method further includes: responding to the fact that the key icons and / or skill effect prompts displayed in the graphical user interface at least partially overlap with the character model of the target virtual character, adjusting the display position of the key icons and / or skill effect prompts in the graphical user interface according to the position of the character model, so that the key icons and / or skill effect prompts do not overlap with the character model of the target virtual character.
[0094] In an optional embodiment, the step of adjusting the display position of the key identifiers and / or skill effect prompts in the graphical user interface in response to at least partial overlap between the key identifiers and / or skill effect prompts displayed in the graphical user interface and the character model of the target virtual character, based on the position of the character model, includes: in response to the first key identifier in the key identifiers at least partially overlapping with the character model of the target virtual character, controlling the first key identifier and the first skill effect prompts corresponding to the first key identifier to be shifted away from the crosshair position, so that the first key identifier and the first skill effect prompts do not overlap with the character model; and / or in response to the second skill effect prompts in the skill effect prompts at least partially overlapping with the character model of the target virtual character, controlling the second key identifier and the second skill effect prompts corresponding to the second skill effect prompts to be shifted away from the crosshair position, so that the second key identifier and the second skill effect prompts do not overlap with the character model.
[0095] In an optional embodiment, the target skill includes at least one of the following: a game skill that controls a target virtual character to perform attack behavior, or a game skill that controls a target virtual character to change position or posture.
[0096] Furthermore, the electronic device shown in Figure 6 also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103, and the memory 100 connected via the bus 102.
[0097] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 6, but this does not indicate that there is only one bus or one type of bus.
[0098] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0099] This disclosure also provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the information prompting method described above in the game.
[0100] Specifically, the information prompting method in the aforementioned game includes: displaying a graphical user interface (GUI) via a terminal device, the terminal device being communicatively connected to a game controller, the GUI including a game scene, and the game scene including a target virtual character controlled by the game controller; responding to the target virtual character entering a target skill casting state in the game scene, controlling the configuration of a target key on the game controller to trigger the skill effect corresponding to the target skill, wherein the target key is at least one physical key on the game controller, and different physical keys correspond to triggering different skill effects; determining the physical layout of at least one physical key on the game controller, and displaying key identifiers corresponding to each physical key at a designated position in the GUI based on the physical layout, so that the display layout of the key identifiers in the GUI is consistent with the physical layout of at least one physical key on the game controller; displaying corresponding skill effect prompt information at the associated position of the key identifiers corresponding to each physical key; responding to a trigger operation on the target physical key on the game controller, controlling the target virtual character to cast a target skill in the game scene to generate the skill effect corresponding to the target physical key in the game scene, wherein the target physical key is any one of the at least one physical key.
[0101] The information prompting method in the above game displays corresponding key icons on the graphical user interface based on the physical layout of the physical buttons on the game controller, making the key mapping more consistent with the logic of the game controller and avoiding going against the player's intuition.
[0102] In an optional embodiment, the step of displaying the key identifiers corresponding to each physical key at a specified position in the graphical user interface based on the physical layout includes: displaying the key identifiers corresponding to each physical key in the graphical user interface with the crosshair position in the graphical user interface as the center, based on the physical layout; wherein, the left side of the crosshair position is used to display the key identifiers of the physical keys located on the left side of the game controller, and the right side of the crosshair position is used to display the key identifiers of the physical keys located on the right side of the game controller.
[0103] In an optional embodiment, the physical buttons in the game controller are divided into multiple categories based on their position and function. When the target button is a first type of physical button in the game controller, the step of displaying the button identifiers corresponding to each physical button in the graphical user interface with the crosshair position in the graphical user interface as the center, based on the physical layout, includes: displaying the button identifiers of the first type of physical buttons located on the right side of the game controller to the right of the crosshair position, and displaying the button identifiers of the first type of physical buttons located on the left side of the game controller to the left of the crosshair position, based on the physical layout.
[0104] In an optional embodiment, when the target key also includes a second type of physical key in the game controller, the above method further includes: displaying the key identifier of the second type of physical key in the game controller below the left and right sides of the crosshair position; wherein, the key identifier of the first type of physical key is used to be displayed above the key identifier of the second type of physical key.
[0105] In an optional embodiment, the method further includes: in response to at least one physical button including a plurality of first-type physical buttons located on the same side of the game controller, controlling the button identifiers corresponding to the plurality of first-type physical buttons to be displayed vertically in a position near the crosshair position; wherein the positional relationship between the nearby position and the crosshair position matches the button positions of the plurality of first-type physical buttons in the game controller.
[0106] In an optional embodiment, the physical button mentioned above includes a physical button located on the right side of the game controller as a third type of physical button, and / or a physical button located on the right side of the game controller as a fourth type of physical button. Based on the physical layout, the step of displaying the button identifier corresponding to each physical button in the graphical user interface with the crosshair position in the graphical user interface as the center includes: in response to multiple third type physical buttons, displaying the first type of button identifier corresponding to the third type of physical button on the right side of the crosshair position according to the physical layout of the third type of physical buttons on the right side of the game controller, so that the relative positional relationship between the first type of button identifiers is consistent with the relative positional relationship between the third type of physical buttons; and / or in response to multiple fourth type physical buttons, displaying the second type of button identifier corresponding to the fourth type of physical button on the right side of the crosshair position according to the physical layout of the fourth type of physical buttons on the left side of the game controller, so that the relative positional relationship between the second type of button identifiers is consistent with the relative positional relationship between the fourth type of physical buttons.
[0107] In an optional embodiment, the first type of key identifier corresponding to the third type of physical key is arranged vertically on the right side of the crosshair position, and the second type of key identifier corresponding to the fourth type of physical key is arranged vertically on the left side of the crosshair position.
[0108] In an optional embodiment, the method further includes: responding to the fact that the key icons and / or skill effect prompts displayed in the graphical user interface at least partially overlap with the character model of the target virtual character, adjusting the display position of the key icons and / or skill effect prompts in the graphical user interface according to the position of the character model, so that the key icons and / or skill effect prompts do not overlap with the character model of the target virtual character.
[0109] In an optional embodiment, the step of adjusting the display position of the key identifiers and / or skill effect prompts in the graphical user interface in response to at least partial overlap between the key identifiers and / or skill effect prompts displayed in the graphical user interface and the character model of the target virtual character, based on the position of the character model, includes: in response to the first key identifier in the key identifiers at least partially overlapping with the character model of the target virtual character, controlling the first key identifier and the first skill effect prompts corresponding to the first key identifier to be shifted away from the crosshair position, so that the first key identifier and the first skill effect prompts do not overlap with the character model; and / or in response to the second skill effect prompts in the skill effect prompts at least partially overlapping with the character model of the target virtual character, controlling the second key identifier and the second skill effect prompts corresponding to the second skill effect prompts to be shifted away from the crosshair position, so that the second key identifier and the second skill effect prompts do not overlap with the character model.
[0110] In an optional embodiment, the target skill includes at least one of the following: a game skill that controls a target virtual character to perform attack behavior, or a game skill that controls a target virtual character to change position or posture.
[0111] If the aforementioned functions are implemented as 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 this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0112] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0113] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for information prompting in a game, the method comprising: displaying, by a terminal device, a graphical user interface, the terminal device being communicatively connected to a gamepad, the graphical user interface including a game scene, the game scene including a target virtual character controlled by the gamepad; in response to the target virtual character entering a target skill casting state in the game scene, configuring a target key position in the gamepad as being used to trigger a skill effect corresponding to the target skill, wherein the target key position is at least one physical key position in the gamepad, and different physical key positions correspond to triggering different skill effects; determining a physical layout of the at least one physical key position in the gamepad, and displaying key position identifiers corresponding to the physical key positions in the graphical user interface based on the physical layout, so that a display layout of the key position identifiers in the graphical user interface is consistent with the physical layout of the at least one physical key position in the gamepad; displaying, at associated positions of the key position identifiers corresponding to the physical key positions, corresponding skill effect prompt information; in response to a trigger operation on a target physical key position in the gamepad, controlling the target virtual character to cast the target skill in the game scene, so as to produce a skill effect corresponding to the target physical key position in the game scene, wherein the target physical key position is any one of the at least one physical key position.
2. The method of claim 1, wherein, The step of displaying, based on the physical layout, the key position identifiers corresponding to the physical key positions in the graphical user interface based on the physical layout, comprises: displaying, based on the physical layout, the key position identifiers corresponding to the physical key positions in the graphical user interface with a center position in the graphical user interface as a center, wherein a left side of the center position is used to display key position identifiers of physical key positions located on a left side of the gamepad, and a right side of the center position is used to display key position identifiers of physical key positions located on a right side of the gamepad.
3. The method of claim 2, wherein, The physical key positions in the gamepad are divided into multiple categories according to key position positions and key position functions; when the target key position is a first category of physical key positions in the gamepad, the step of displaying, based on the physical layout, the key position identifiers corresponding to the physical key positions in the graphical user interface based on the physical layout, comprises: based on the physical layout, displaying key position identifiers of first category physical key positions located on the right side of the gamepad on the right side of the center position, and displaying key position identifiers of first category physical key positions located on the left side of the gamepad on the left side of the center position.
4. The method of claim 3, wherein, When the target key position further includes a second category of physical key positions in the gamepad, the method further comprises: displaying key position identifiers of the second category of physical key positions in the gamepad below the left and right sides of the center position; wherein the key position identifiers of the first category of physical key positions are displayed above the key position identifiers of the second category of physical key positions.
5. The method of claim 3, wherein, The method further comprises: In response to the at least one physical key position including a plurality of first-type physical key positions located on the same side of the gamepad, the method comprises: controlling display of key position identifiers corresponding to the plurality of first-type physical key positions in a vertical arrangement in a vicinity of the center position; wherein the positional relationship between the vicinity and the center position matches the positional relationship of the plurality of first-type physical key positions in the gamepad.
6. The method of claim 2, wherein, The physical key position located on the right side of the gamepad in the at least one physical key position is a third-type physical key position, and / or the physical key position located on the right side of the gamepad in the at least one physical key position is a fourth-type physical key position, and the step of displaying the key position identifiers corresponding to the physical key positions in the graphical user interface based on the physical layout comprises: In response to the third-type physical key position being a plurality of third-type physical key positions, the first-type key position identifiers corresponding to the third-type physical key positions are displayed in a vertical arrangement on the right side of the center position according to the physical layout of the third-type physical key positions on the right side of the gamepad, so that the relative positional relationship between the first-type key position identifiers matches the relative positional relationship between the third-type physical key positions; and / or In response to the fourth-type physical key position being a plurality of fourth-type physical key positions, the second-type key position identifiers corresponding to the fourth-type physical key positions are displayed in a vertical arrangement on the left side of the center position according to the physical layout of the fourth-type physical key positions on the left side of the gamepad, so that the relative positional relationship between the second-type key position identifiers matches the relative positional relationship between the fourth-type physical key positions.
7. The method of claim 6, wherein, The first-type key position identifiers corresponding to the third-type physical key positions are displayed in a vertical arrangement on the right side of the center position, and the second-type key position identifiers corresponding to the fourth-type physical key positions are displayed in a vertical arrangement on the left side of the center position.
8. The method of claim 2, wherein, The method further comprises: In response to the key position identifiers and / or the skill effect prompt information displayed in the graphical user interface at least partially overlapping the character model of the target virtual character, the display position of the key position identifiers and / or the skill effect prompt information in the graphical user interface is adjusted according to the position of the character model, so that the key position identifiers and / or the skill effect prompt information do not overlap the character model of the target virtual character.
9. The method of claim 8, wherein, The step of adjusting the display position of the key position identifiers and / or the skill effect prompt information in the graphical user interface according to the position of the character model in response to the key position identifiers and / or the skill effect prompt information displayed in the graphical user interface at least partially overlapping the character model of the target virtual character comprises: In response to a first key position identifier in the key position identifiers at least partially overlapping the character model of the target virtual character, the first key position identifier and the first skill effect prompt information corresponding to the first key position identifier are offset in a direction away from the center position, so that the first key position identifier and the first skill effect prompt information do not overlap the character model; and / or In response to a second skill effect prompt information in the skill effect prompt information having at least partial overlap with the character model of the target virtual character, a second key position identifier corresponding to the second skill effect prompt information and the second skill effect prompt information are controlled to be offset in a direction away from the center position, so that the second key position identifier and the second skill effect prompt information are not overlapped with the character model.
10. The method of claim 1, wherein, The target skill includes at least one of a game skill for controlling the target virtual character to perform an attack behavior, and a game skill for controlling the target virtual character to change a position or a posture.
11. An information prompting device in a game, the device comprising: an interface display module configured to display a graphical user interface through a terminal device, the terminal device being in communication connection with a gamepad, the graphical user interface including a game scene, the game scene including a target virtual character controlled through the gamepad; a function configuration module configured to, in response to the target virtual character entering a target skill casting state in the game scene, control a target key position in the gamepad to be configured as being used to trigger a skill effect corresponding to the target skill, wherein the target key position is at least one physical key position in the gamepad, and different physical key positions correspond to triggering different skill effects; an identifier display module configured to determine a physical layout manner of the at least one physical key position in the gamepad, and display a key position identifier corresponding to each physical key position at a specified position in the graphical user interface based on the physical layout manner, so that a display layout manner of the key position identifier in the graphical user interface is consistent with the physical layout manner of the at least one physical key position in the gamepad; an information prompting module configured to display a corresponding skill effect prompt information at an associated position of the key position identifier corresponding to each physical key position; a skill triggering module configured to, in response to a triggering operation on a target physical key position in the gamepad, control the target virtual character to cast the target skill in the game scene, so as to produce a skill effect corresponding to the target physical key position in the game scene, wherein the target physical key position is any one of the at least one physical key position.
12. An electronic device, comprising a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the information prompting method in a game according to any one of claims 1 to 10.
13. A computer readable storage medium, the computer readable storage medium storing computer executable instructions, when the computer executable instructions are invoked and executed by a processor, the computer executable instructions cause the processor to implement the information prompting method in a game according to any one of claims 1 to 10.
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