In-game information prompt method and apparatus, and electronic device
By displaying button icons and skill effect prompts in the graphical user interface that are consistent with the physical button layout of the game controller, the problem of button mapping going against player intuition has been solved, improving the accuracy and efficiency of game operation.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-25
- Publication Date
- 2026-04-02
AI Technical Summary
The current key mapping in games goes against players' intuitive operating habits, making it difficult for players to determine the button positions on the game controller.
Based on the physical button layout of the game controller, the corresponding button icons are displayed in the graphical user interface, and the skill effect prompts are displayed in the graphical user interface in a manner consistent with the physical layout of the game controller.
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_02042026_PF_FP_ABST
Abstract
Description
Information prompting method, device and electronic equipment in game
[0001] Cross Reference to Related Applications
[0002] This application claims priority to Chinese Patent Application No. 202410985860.9, filed July 22, 2024, entitled “Information prompting method, device and electronic equipment in game,” the entire contents of which are incorporated herein by reference in its entirety. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of game interaction design, and in particular to an information prompting method, device and electronic equipment in game. BACKGROUND
[0004] A gamepad can allow a player to play a game in a comfortable posture of the player, and the gamepad has a vibration function. When playing some large games, the gamepad can vibrate according to changes in a game scene, which can enhance the sense of immersion and the sense of identification, and make the player feel more immersive. However, the key mapping of most games is designed according to the physical layout of the keys on a PC keyboard. When the keys are prompted in the game, the key prompts displayed on the screen are always distributed on the left and right sides. The player is difficult to determine the position of the prompted keys on the gamepad, which violates the intuitive operation habits of the player and causes the player to be confused. SUMMARY
[0005] The purpose of the present disclosure is to provide an information prompting method, device and electronic equipment in game, which displays key identification corresponding to physical keys in a graphical user interface according to the physical layout of the physical keys in the gamepad, so as to conform to the logic of the gamepad and avoid violating the intuitive operation habits of the player.
[0006] In a first aspect, the disclosure provides 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, different physical key positions correspond to triggering different skill effects; determining a physical layout manner of the at least one physical key position in the gamepad, and displaying key position identifiers corresponding to the physical key positions at specified positions in the graphical user interface based on the physical layout manner, so that a display layout manner of the key position identifiers in the graphical user interface is consistent with the physical layout manner of the at least one physical key position in the gamepad; displaying corresponding skill effect prompt information at associated positions of the key position identifiers corresponding to the physical key positions; 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.
[0007] In a second aspect, the disclosure provides an apparatus for information prompting in a game, the apparatus comprising: an interface display module configured to display, 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; a function configuration module configured to, in response to the target virtual character entering a target skill casting state in the game scene, configure 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, 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 key position identifiers corresponding to the physical key positions at specified positions in the graphical user interface based on the physical layout manner, so that a display layout manner of the key position identifiers 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 corresponding skill effect prompt information at associated positions of the key position identifiers corresponding to the physical key positions; and a skill triggering module configured to, in response to a trigger 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.
[0008] In a third aspect, the present disclosure provides an electronic device, which comprises a processor and a memory storing machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement the information prompting method in a game.
[0009] In a fourth aspect, the present disclosure provides a computer readable storage medium storing computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the information prompting method in a game.
[0010] The embodiments of the present disclosure bring the following beneficial effects:
[0011] The information prompting method, device and electronic device provided by the present disclosure first display a graphical user interface through a terminal device, the terminal device is in communication connection with a gamepad, the graphical user interface comprises a game scene, and the game scene comprises a target virtual character controlled by the gamepad; then, in response to the target virtual character entering a target skill casting state in the game scene, the target key position in the gamepad is configured to trigger the 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; the physical layout mode of the at least one physical key position in the gamepad is determined, and the key position identifier corresponding to each physical key position is displayed at a specified position in the graphical user interface based on the physical layout mode, so that the display layout mode of the key position identifier in the graphical user interface is consistent with the physical layout mode of the at least one physical key position in the gamepad; the corresponding skill effect prompt information is displayed at the associated position of the key position identifier corresponding to each physical key position; then, in response to the trigger operation on the target physical key position in the gamepad, the target virtual character is controlled to cast the target skill in the game scene, so as to produce the 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. In this way, the key position identifier corresponding to the physical key position in the gamepad is displayed in the graphical user interface for key position prompting, so that the key position mapping is more consistent with the logic of the gamepad, and the player's intuition is also avoided.
[0012] Other features and advantages of the present disclosure will be illustrated in the following description, or can be known or determined without doubt from the description, or can be known by implementing the above-mentioned technologies of the present disclosure.
[0013] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described in detail below, and the accompanying drawings are referred to. BRIEF DESCRIPTION OF DRAWINGS
[0014] In order to more clearly illustrate the technical solutions in the specific embodiments of the present disclosure or the prior art, the accompanying drawings needed to be used in the description of the specific embodiments or the prior art will be briefly introduced. Obviously, the accompanying drawings in the following description are some embodiments of the present disclosure, and other drawings can be obtained by those of ordinary skill in the art without creative work on the basis of these drawings.
[0015] FIG. 1 is a flowchart of a method for information prompting in a game according to an embodiment of the present disclosure;
[0016] FIG. 2 is a schematic diagram of displaying key position identification in a graphical user interface according to an embodiment of the present disclosure;
[0017] FIG. 3 is a schematic diagram of displaying same-side key position identification according to an embodiment of the present disclosure;
[0018] FIG. 4 is a schematic diagram of key position prompting information offset according to an embodiment of the present disclosure;
[0019] FIG. 5 is a schematic diagram of a structure of an information prompting device in a game according to an embodiment of the present disclosure;
[0020] FIG. 6 is a schematic diagram of a structure of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0021] In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings can be arranged and designed in various different configurations.
[0022] 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 claimed present disclosure, but only represents selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art without creative work on the basis of the embodiments in the present disclosure are within the scope of protection of the present disclosure.
[0023] The method for information prompting in a game in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the method for information prompting in a game runs on the 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 embodiment, various cloud applications can be run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the information prompt method in the game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end 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 picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0025] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed through an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface is provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting a graphical user interface, the graphical user interface includes a game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0026] In a possible embodiment, the present disclosure provides a game information prompt method, as shown in FIG. 1, the method includes the following specific steps:
[0027] Step S102, a graphical user interface is displayed through a terminal device, the terminal device is in communication connection with a gamepad, the graphical user interface includes a game scene, and the game scene includes a target virtual character controlled through the gamepad.
[0028] In a specific implementation, the terminal device can be the local terminal device mentioned above, or a client device in the cloud interaction system mentioned above. For example, the terminal device can be a mobile phone, a personal computer, a tablet computer, or the like. The gamepad is usually a component of a common electronic game machine, and controls a virtual character in a game by manipulating the keys and the like. For example, the gamepad can include a cross key, ABXY keys, and physical keys such as a select key and a pause key. The gamepad can be connected to the terminal device through a cable or wireless signals. The terminal device displays a graphical user interface corresponding to a target game by running a game program corresponding to the target game. The target game can be any game. The graphical user interface displays a scene picture corresponding to at least part of a game scene, and the game scene includes a target virtual character that can be controlled by both the gamepad and the terminal device.
[0029] In step S104, in response to the target virtual character entering a target skill casting state in the game scene, the target key position in the gamepad is configured to trigger a skill effect corresponding to the target skill, where 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.
[0030] In a specific implementation, the player can control the target virtual character to enter the target skill casting state in the game scene by triggering a specified key on the terminal device or the gamepad. Alternatively, the player can control the target virtual character to enter the target skill casting state in the game scene when the target virtual character is at a specified position in the game scene or when a game state of the target virtual character in the game scene meets a preset condition. Alternatively, the player can control the target virtual character to enter the target skill casting state in the game scene in other ways, which can be determined according to game rules.
[0031] In actual application, the target skill corresponding to the target virtual character can be determined according to game rules, and the skills corresponding to different virtual characters are usually different. Specifically, the target skill can include at least one of the following: 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. Specifically, the game skill for controlling the target virtual character to perform an attack behavior can be determined according to game rules. Changing the position of the virtual character can be instantaneously changing the position of the virtual character in the game scene, or changing the position of the virtual character in the game scene by a virtual prop. Changing the posture of the virtual character can include, but is not limited to, changing the size of the virtual character, changing the posture, shape, or action of the virtual character, and the like.
[0032] When the target virtual character enters the target skill casting state in the game scene, the target key position in the gamepad is configured to trigger the skill effect corresponding to the target skill. The target key position can be one or more physical key positions in the gamepad. The number of physical key positions included in the target key position can be determined according to the type of skill effect corresponding to the target skill. Generally, the more the types of skill effects, the more the number of physical key positions included in the target key position, and different physical key positions correspond to triggering different skill effects. For example, the target skill is a hook skill, and the skill effect corresponding to the hook skill is to hook the virtual character by the hook. Therefore, the target key position can be one physical key position in the gamepad, and the specific physical key position can be determined according to the preconfigured operation. The target skill is a teleport skill, and the skill effect corresponding to the teleport skill includes teleporting a virtual object to a specified position and canceling teleportation. Therefore, the target key position can be two physical key positions in the gamepad, one physical key position for controlling the teleportation of a virtual object to a specified position, and the other physical key position for canceling teleportation.
[0033] In a specific implementation, the target skill is a skill completed in multiple stages. For example, the first stage triggers a skill prompt for the next operation, that is, triggers the target skill to be in a casting state. The second stage determines the skill effect by operation selection. For example, the target skill is a hook skill, and after the first stage is triggered, the hook is cast to a remote place, so that the hook skill is in a casting state. The second stage is to trigger the hook to shrink, and move the virtual character to the position where the hook is fixed. The target skill is a teleport skill, and after the first stage is triggered, a teleport door is displayed at a preset position, so that the teleport skill is in a casting state. The second stage is to teleport the virtual character, so as to move the virtual character to the position where the teleport door is located, and then teleport the virtual character to a specified position.
[0034] In step S106, the physical layout mode of the at least one physical key position in the gamepad is determined, and the key position identifier corresponding to each physical key position is displayed at a specified position in the graphical user interface based on the physical layout mode, so that the display layout mode of the key position identifier in the graphical user interface is consistent with the physical layout mode of the at least one physical key position in the gamepad.
[0035] Since the key mapping of the existing game is designed according to the physical layout of the keys on the PC keyboard, when the key prompts in the game are displayed on the graphical user interface, the key prompts are always arranged left and right, for example, when the W key and the S key of the keyboard are used for key prompts in the game, the key prompts corresponding to the W key and the S key are displayed left and right, but these keys are all on the right side of the keyboard, and the W key is above the S key. This key prompt method is applied to the key prompts of the gamepad, and the player is difficult to determine the position of the prompted key on the gamepad, which violates the intuitive operation habit of the player. Therefore, the present disclosure is to prompt the keys according to the physical layout of the physical keys in the gamepad, so that the player can accurately locate the position of the key on the gamepad according to the key prompt information.
[0036] Specifically, the physical layout of the physical keys in the gamepad is determined according to the positions of the physical keys in the gamepad and the relative positional relationship between each physical key in the gamepad. In specific implementation, when the target virtual character enters the target skill casting state in the game scene, not only the target key in the gamepad is configured to trigger the skill effect corresponding to the target skill, but also the key identifier corresponding to the target key is displayed at a specified position in the graphical user interface. The display layout of the key identifiers corresponding to each physical key included in the target key in the graphical user interface is consistent with the physical layout of the physical keys included in the target key in the gamepad.
[0037] For example, the target key includes physical key 1 and physical key 2, the physical key 1 is located on the right side of the gamepad, and the physical key 2 is located on the left side of the gamepad. When the key identifier corresponding to the target key is displayed at a specified position in the graphical user interface, the key identifier corresponding to the physical key 1 is displayed on the right side of the key identifier corresponding to the physical key 2, and the key identifier corresponding to the physical key 2 is displayed on the left side of the key identifier corresponding to the physical key 1. The target key includes physical key 3 and physical key 4, the physical key 3 is located above the gamepad, and the physical key 4 is located below the physical key 3. When the key identifier corresponding to the target key is displayed at a specified position in the graphical user interface, the key identifier corresponding to the physical key 3 is displayed above the key identifier corresponding to the physical key 4, and the key identifier corresponding to the physical key 4 is displayed below the key identifier corresponding to the physical key 3. It should be noted that the above-mentioned above can be directly above, or can be diagonally above, and the below can be directly below, or can be diagonally below.
[0038] In actual application, the key position identifier corresponding to each physical key position in the gamepad is set in advance, and is consistent with the logic of the gamepad and the habit of the player. For example, the key position identifier corresponding to the A key in the gamepad can be A, the key position identifier corresponding to the B key can be B, the key position identifier corresponding to the X key can be X, the key position identifier corresponding to the cross key can be +, the key position identifier corresponding to the right trigger can be RT, the key position identifier corresponding to the left trigger can be LT, the key position identifier corresponding to the left front button can be LB, and the key position identifier corresponding to the right front button can be RB.
[0039] In step S108, the corresponding skill effect prompt information is displayed at the associated position of the key position identifier corresponding to each physical key position.
[0040] In specific implementation, the associated position of the key position identifier can be determined according to the research and development requirement, and the associated position can be below, above, left or right of the key position identifier. Since different physical key positions trigger different skill effects, in order to enable the player to understand and distinguish the skill effect corresponding to each physical key position, the skill effect prompt information corresponding to the physical key position needs to be displayed at the same time when the key position identifier corresponding to the physical key position is displayed in the graphical user interface. The skill effect prompt information is used to indicate the skill effect of the target skill corresponding to the corresponding physical key position, and the skill effect prompt information is usually in the form of text.
[0041] In step S110, in response to the trigger operation on the target physical key position in the gamepad, the target virtual character is controlled to cast the target skill in the game scene to generate the 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.
[0042] In specific implementation, the above target physical key position can be any one of the target key positions in the gamepad related to the target skill. The above trigger operation on the target physical key position can be determined according to the game rules, for example, the trigger operation can be a click operation, a long press operation or a push operation on the target physical key position. When the player triggers the target physical key position in the gamepad, the target virtual character in the game casts the target skill in the game scene, and the skill effect corresponding to the target skill is the same as the skill effect corresponding to the target physical key position.
[0043] The above information prompting method in the game displays the key position identifier corresponding to the physical key position in the gamepad in the graphical user interface according to the physical layout mode of the physical key position, so that the key position mapping is more consistent with the logic of the gamepad, and the player's intuition is avoided.
[0044] The following embodiments are used to describe the way of displaying key position prompt in the graphical user interface.
[0045] Specifically, the specific process that the above-mentioned based on the physical layout mode displays the key position identifiers corresponding to each physical key position at a specified position in the graphical user interface can include: based on the physical layout mode, displaying the key position identifiers corresponding to each physical key position in the graphical user interface with the center position in the graphical user interface as the center; wherein the left side of the center position is used to display the key position identifiers of the physical key positions located on the left side of the gamepad, and the right side of the center position is used to display the key position identifiers of the physical key positions located on the right side of the gamepad.
[0046] In a specific implementation, first, the physical layout mode of the target key position in the gamepad needs to be determined, and then the center position in the graphical user interface is assumed to be the center of the gamepad, so that the key position identifiers of each physical key position contained in the target key position are displayed in the center of the center position according to the physical layout mode, so that there can be key position identifiers displayed on the right side of the center position, there can be key position identifiers displayed on the left side of the center position, and there can be key position identifiers displayed below the center position, etc., so that the display layout mode of the key position identifiers in the graphical user interface is consistent with the physical layout mode of the corresponding physical key position in the gamepad. The center position in the graphical user interface is usually the position of the center point in the graphical user interface.
[0047] In an optional embodiment, the physical key positions in the gamepad are divided into multiple categories according to key position positions and key position functions; for example, the physical key positions in the gamepad can be divided into a first category of physical key positions and a second category of physical key positions, wherein which physical key positions are contained in the first category of physical key positions and the second category of physical key positions can be determined according to key position positions and key position functions, or can be determined according to research and development needs. Based on this, the graphical user interface can be divided into multiple display regions in advance, and different display regions are used to display the key position identifiers corresponding to physical key positions of different categories or to display the key position identifiers corresponding to physical key positions of different key position positions. For example, the graphical user interface can be divided into four regions of upper left, lower left, upper right, and lower right with the center position or a position below the center position by a certain distance as the center.
[0048] In a specific implementation, when the target key position is a first category of physical key positions in the gamepad, the specific process of displaying the key position identifiers corresponding to each physical key position in the graphical user interface with the center position in the graphical user interface as the center based on the physical layout mode can include: based on the physical layout mode, displaying the key position identifiers of the first category of physical key positions located on the right side of the gamepad on the right side of the center position, and displaying the key position identifiers of the first category of physical key positions located on the left side of the gamepad on the left side of the center position.
[0049] Further, when the target key position further comprises a second type of physical key position in the gamepad, the key position identifier of the second type of physical key position in the gamepad is displayed below the left and right sides of the center position; wherein the key position identifier of the first type of physical key position is used to be displayed above the key position identifier of the second type of physical key position. Specifically, the key position identifier corresponding to the second type of physical key position can be displayed below the left or right side of the center position according to the key position location of the second type of physical key position in the gamepad. At this time, if the key position identifier of the first type of physical key position is displayed in the graphical user interface, the key position identifier of the first type of physical key position is located above the key position identifier of the second type of physical key position.
[0050] In a specific implementation, according to the physical layout mode of the physical key positions contained in the gamepad, all the physical key positions in the gamepad can be divided into two layers, the upper layer is the first type of physical key position, and the lower layer is the second type of physical key position, so that the key position identifier corresponding to the first type of physical key position is displayed above the key position identifier corresponding to the second type of physical key position, so that the key position mapping in the gamepad is more in line with the distribution logic of the key positions in the gamepad, and the player's intuition is avoided.
[0051] As shown in FIG. 2, FIG. 2 is a schematic diagram of displaying key position identifiers in a graphical user interface provided by an embodiment of the present disclosure. The handle model corresponding to the gamepad is displayed in the lower right corner of FIG. 2. The handle model is usually not displayed in the graphical user interface. Here, in order to facilitate understanding of the relationship between the physical distribution mode of the physical key positions in the gamepad and the layout mode of the key position identifiers displayed in the graphical user interface, the handle model is displayed in the graphical user interface. The two physical key positions displayed at the top of the handle model in FIG. 2 are the left trigger and the right trigger. The physical key position located above the handle model and below the left trigger is the front left button. The physical key position located above the handle model and below the right trigger is the front right button. The four physical key positions are the first type of physical key position. The key position identifiers corresponding to the first type of physical key position are respectively displayed on the left and right sides of the center position. That is, the key position identifier (LB) corresponding to the left trigger and the key position identifier (LT) corresponding to the front left button are displayed on the left side of the center position. The key position identifier (RB) corresponding to the right trigger and the key position identifier (RT) corresponding to the front right button are displayed on the right side of the center position. The second type of physical key position is the physical key position in the gamepad except the first type of physical key position. These physical key positions are all located below the first type of physical key position. The key position identifiers corresponding to the second type of physical key position are also displayed below the key position identifiers corresponding to the first type of physical key position. The second type of physical key position includes Y key, X key, A key, B key, cross key and rocker key in the gamepad. The circular dot in the middle of FIG. 2 is the center of the graphical user interface. The key position identifier in FIG. 2 is the corresponding skill effect prompt information.
[0052] In an optional embodiment, 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 control displays the key position identifiers corresponding to the plurality of first-type physical key positions in an up-down arrangement in a position adjacent to the center position; wherein the positional relationship between the adjacent position and the center position matches the key position arrangement of the plurality of first-type physical key positions in the gamepad.
[0053] For example, the target key position includes two first-type physical key positions, and both of the two first-type physical key positions are located on the right side of the gamepad. According to the physical arrangement of the two first-type physical key positions in the gamepad, the key position identifiers corresponding to the two first-type physical key positions are displayed in an up-down arrangement on the right side of the center position. Similarly, if both of the two first-type physical key positions are located on the left side of the gamepad, the key position identifiers corresponding to the two first-type physical key positions are displayed in an up-down arrangement on the left side of the center position according to the physical arrangement of the two first-type physical key positions in the gamepad.
[0054] As shown in FIG. 3, FIG. 3 is a display diagram of the same-side key position identifiers provided by an embodiment of the present disclosure. The key position identifiers in FIG. 3 are LB and LT, LB is the key position identifier corresponding to the left trigger in the gamepad, and LT is the key position identifier corresponding to the left front button. The left trigger and the left front button are both located on the left side of the gamepad, and the left trigger is located above the left front button. Therefore, LB and LT are both displayed on the left side of the center position, and LB is displayed above LT. This mode solves the problem of simultaneous display of the same-side key positions. For example, when the physical key positions on the left side of the gamepad are displayed simultaneously, the up-down arrangement is more intuitive for the player. If the existing left-right arrangement logic is used, the player needs to pay more attention when using these physical key positions, thereby increasing the learning cost.
[0055] In another optional embodiment, 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 is a fourth-type physical key position. Based on the physical arrangement mode, the step of displaying the key position identifiers corresponding to the physical key positions with the center position of the graphical user interface as the center in the graphical user interface includes: in response to the third-type physical key position being a plurality of third-type physical key positions, displaying the first-type key position identifiers corresponding to the third-type physical key positions respectively on the right side of the center position according to the physical arrangement mode 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 is consistent with 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, displaying the second-type key position identifiers corresponding to the fourth-type physical key positions respectively on the right side of the center position according to the physical arrangement mode 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 is consistent with the relative positional relationship between the fourth-type physical key positions.
[0056] In a specific implementation, the physical keys in the gamepad can be divided into two categories according to the key positions, including the third category of physical keys on the right side of the gamepad and the fourth category of physical keys on the left side of the gamepad.
[0057] Further, when displaying the first category of key position identifiers corresponding to the third category of physical keys in the graphical user interface, the first category of key position identifiers corresponding to the third category of physical keys can be displayed in an up-down arrangement on the right side of the center position according to the up-down positions of the third category of physical keys in the gamepad; when displaying the first category of key position identifiers corresponding to the fourth category of physical keys in the graphical user interface, the second category of key position identifiers corresponding to the fourth category of physical keys can be displayed in an up-down arrangement on the left side of the center position.
[0058] In an optional embodiment, in response to the key position identifiers and / or skill effect prompt information displayed in the graphical user interface at least partially overlapping with the character model of the target virtual character, the display positions of the key position identifiers and / or skill effect prompt information in the graphical user interface are adjusted according to the position of the character model, so that the key position identifiers and / or skill effect prompt information do not overlap with the character model of the target virtual character. Among them, only the display positions of the overlapping key position identifiers in the graphical user interface can be adjusted, only the display positions of the overlapping skill effect prompt information in the graphical user interface can be adjusted, the display positions of the overlapping key position identifiers in the graphical user interface can be adjusted while the display positions of the skill effect prompt information corresponding to the key position identifiers are adjusted; or the display positions of the overlapping skill effect prompt information in the graphical user interface can be adjusted while the display positions of the key position identifiers corresponding to the skill effect prompt information are adjusted, so as to keep the key position identifiers and the corresponding skill effect prompt information associated with each other.
[0059] In a specific implementation, when the target virtual character enters a special state, the key position identifiers or the skill effect prompt information displayed in the graphical user interface can overlap with the target virtual character, thereby affecting the readability of the display information in the graphical user interface. Among them, the special state can be that the character model corresponding to the target virtual character becomes larger, or the character model using the skill is closer to the center position. At this time, the present disclosure can dynamically adjust the display positions of the key position identifiers and / or the skill effect prompt information according to the position of the character model, so that the player can quickly identify the key position prompt in these special states and improve the game experience.
[0060] In actual application, in order to ensure that the key position mark and the skill effect prompt information are not overlapped with the character model of the target virtual character, the key position mark can be offset on the basis of the original physical layout mode. Specifically, in response to the fact that the first key position mark in the key position mark is at least partially overlapped with the character model of the target virtual character, the first key position mark and the first skill effect prompt information corresponding to the first key position mark are controlled to be offset in a direction away from the center position, so that the first key position mark and the first skill effect prompt information are not overlapped with the character model; and / or, in response to the fact that the second skill effect prompt information in the skill effect prompt information is at least partially overlapped with the character model of the target virtual character, the second key position mark 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 mark and the second skill effect prompt information are not overlapped with the character model.
[0061] In specific implementation, the key position mark and the skill effect prompt information corresponding to the key position mark are offset simultaneously, that is, the positional relationship between the key position mark and the skill effect prompt information corresponding to the key position mark is kept unchanged. When the key position mark is offset, the display layout mode of the key position mark displayed in the graphical user interface is still kept consistent with the physical layout mode of the corresponding physical key position in the gamepad, so that the player does not need to spend too much effort when using the physical key position.
[0062] In an optional embodiment, the specific process of the above-mentioned process of, in response to the fact that the first key position mark in the key position mark is at least partially overlapped with the character model of the target virtual character, controlling the first key position mark and the first skill effect prompt information corresponding to the first key position mark to be offset in a direction away from the center position, so that the first key position mark and the first skill effect prompt information are not overlapped with the character model, can include: in response to the fact that the character model of the target virtual character is located on the right side of the center position and the first key position mark is displayed on the right side of the center position, the first key position mark and the first skill effect prompt information corresponding to the first key position mark are offset to the right side of the center position, so that the first key position mark and the first skill effect prompt information are not overlapped with the character model; and / or, in response to the fact that the character model of the target virtual character is located on the left side of the center position and the first key position mark is displayed on the left side of the center position, the first key position mark and the first skill effect prompt information corresponding to the first key position mark are offset to the left side of the center position, so that the first key position mark and the first skill effect prompt information are not overlapped with the character model.
[0063] In the optional embodiment, in response to the second skill effect prompt information in the skill effect prompt information having at least partial overlap with the role model of the target virtual role, the specific process of controlling the second key position identifier corresponding to the second skill effect prompt information and the second skill effect prompt information to be offset in the direction away from the center position so as to make the second key position identifier and the second skill effect prompt information not overlap with the role model can include: in response to the role model of the target virtual role being located on the right side of the center position and the second skill effect prompt information being displayed on the right side of the center position, offsetting the second skill effect prompt information and the second key position identifier corresponding to the second skill effect prompt information to the right side of the center position so as to make the second skill effect prompt information and the second key position identifier not overlap with the role model; in response to the role model of the target virtual role being located on the left side of the center position and the second skill effect prompt information being displayed on the left side of the center position, offsetting the second skill effect prompt information and the second key position identifier corresponding to the second skill effect prompt information to the left side of the center position so as to make the second skill effect prompt information and the second key position identifier not overlap with the role model.
[0064] In the specific implementation, since there are more prompt information around the crosshair in some games, it is necessary to offset the key position identifier overlapping with the role model and the skill effect prompt information corresponding to the key position identifier in the direction away from the center position. When there are key position prompt information (here, the key position prompt information includes the key position identifier and the skill effect information corresponding to the key position identifier) on both sides of the center position, depending on which side the role model blocks, when the role model is on the left side of the center position, there is a higher probability that the left side key position prompt information is blocked, and in this case, it is only necessary to offset the left side key position prompt information. Similarly, if the role model is biased to the right side of the center position, there is a higher probability that the right side key position prompt information is blocked, and in this case, it is only necessary to offset the right side key position prompt information.
[0065] As shown in FIG. 4, which is a schematic diagram of key position prompt information offset provided by the embodiment of the present disclosure, the role model in the left image in FIG. 4 overlaps with the skill effect prompt information corresponding to the two key position identifiers displayed on the left side of the center position, and in this case, it is necessary to keep the original display layout and control the two key position identifiers and the skill effect prompt information corresponding to the two key position identifiers to be offset to the left as a whole so as to make the displayed key position identifier and the skill effect prompt information not overlap with the role model, as shown in the right image in FIG. 4.
[0066] In the above manner, when the key position identifiers corresponding to the physical keys on the same side of the gamepad are displayed at the same time, the key position identifiers corresponding to the physical keys on the same side are arranged in an up-down order according to the physical layout sequence of the gamepad, thereby reducing the learning cost of the player during operation. Meanwhile, when the character model overlaps the key position prompt, the key position prompt is offset away from the direction of the center position, so as to avoid the character model, thereby enabling the player to quickly identify the key position prompt and improving the game experience of the player.
[0067] Corresponding to the method embodiment, the disclosure embodiment provides an information prompting device in a game, as shown in FIG. 5, the device comprises:
[0068] The interface display module 50 is configured to display a graphical user interface through a terminal device, the terminal device is in communication connection with a gamepad, and the graphical user interface includes a game scene, and the game scene includes a target virtual character controlled through the gamepad.
[0069] The function configuration module 51 is configured to, in response to the target virtual character entering a target skill casting state in the game scene, control the target key position in the gamepad to be configured as a key position 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.
[0070] The identifier display module 52 is configured to determine a physical layout mode of the at least one physical key position in the gamepad, and display key position identifiers corresponding to the physical key positions in a specified position in the graphical user interface based on the physical layout mode, so that the display layout mode of the key position identifiers in the graphical user interface is consistent with the physical layout mode of the at least one physical key position in the gamepad.
[0071] The information prompting module 53 is configured to display corresponding skill effect prompt information at the associated position of the key position identifiers corresponding to the physical key positions.
[0072] The skill triggering module 54 is configured to, in response to a triggering operation on a target physical key position in the gamepad, control the target virtual character to cast a 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.
[0073] The above information prompting device in the game displays the corresponding key position identifiers in the graphical user interface according to the physical layout mode of the physical key positions in the gamepad, so as to perform key position prompting, so that the key mapping is more consistent with the logic of the gamepad, and the player's intuition is also avoided.
[0074] Specifically, the identification display module 52 is configured to display the key position identification corresponding to each physical key position in the graphical user interface based on the physical layout mode, with the center position in the graphical user interface as the center, wherein the left side of the center position is used to display the key position identification of the physical key position located on the left side of the gamepad, and the right side of the center position is used to display the key position identification of the physical key position located on the right side of the gamepad.
[0075] In an optional embodiment, the physical key positions in the gamepad are divided into multiple categories according to key position locations and key position functions; when the target key position is a first category of physical key positions in the gamepad, the identification display module 52 is configured to display the key position identification of the first category of physical key positions located on the right side of the gamepad on the right side of the center position and display the key position identification of the first category of physical key positions located on the left side of the gamepad on the left side of the center position based on the physical layout mode.
[0076] Further, when the target key position further includes a second category of physical key positions in the gamepad, the identification display module 52 is further configured to display the key position identification 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 identification of the first category of physical key positions is displayed above the key position identification of the second category of physical key positions.
[0077] Further, the identification display module 52 is further configured to, in response to at least one physical key position including multiple first category of physical key positions located on the same side of the gamepad, control the key position identification corresponding to the multiple first category of physical key positions to be displayed in an up-down arrangement near the center position; wherein the positional relationship between the near position and the center position matches the key position location of the multiple first category of physical key positions in the gamepad.
[0078] In an optional embodiment, the physical key positions located on the right side of the gamepad in the at least one physical key position are third category of physical key positions, and / or the physical key positions located on the right side of the gamepad are fourth category of physical key positions; based on this, the identification display module 52 is further configured to, in response to multiple third category of physical key positions, display the first category of key position identification corresponding to the third category of physical key positions on the right side of the center position according to the physical layout mode of the third category of physical key positions on the right side of the gamepad, so that the relative positional relationship between the first category of key position identification is consistent with the relative positional relationship between the third category of physical key positions; and / or, in response to multiple fourth category of physical key positions, display the second category of key position identification corresponding to the fourth category of physical key positions on the right side of the center position according to the physical layout mode of the fourth category of physical key positions on the left side of the gamepad, so that the relative positional relationship between the second category of key position identification is consistent with the relative positional relationship between the fourth category of physical key positions.
[0079] In a specific implementation, the first key position identifiers corresponding to the third type of physical key positions are displayed in an up-down arrangement on the right side of the center position, and the second key position identifiers corresponding to the fourth type of physical key positions are displayed in an up-down arrangement on the left side of the center position.
[0080] Further, the device further includes a display position adjustment module configured to, 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, adjust 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, so that the key position identifiers and / or the skill effect prompt information do not overlap the character model of the target virtual character.
[0081] In a specific implementation, the display position adjustment module is further configured to, in response to the first key position identifier in the key position identifiers at least partially overlapping the character model of the target virtual character, control the first key position identifier and the first skill effect prompt information corresponding to the first key position identifier to be 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 the second skill effect prompt information in the skill effect prompt information at least partially overlapping the character model of the target virtual character, control the second key position identifier corresponding to the second skill effect prompt information and the second skill effect prompt information 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 do not overlap the character model.
[0082] In an optional embodiment, 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.
[0083] The game information prompting device provided in the embodiments of the present disclosure has the same implementation principle and technical effects as the foregoing method embodiments. For brevity, the part of the device embodiments not mentioned can be referred to the corresponding content in the foregoing method embodiments.
[0084] The embodiments of the present disclosure further provide an electronic device, as shown in FIG. 6, which includes a processor and a memory storing machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement the game information prompting method.
[0085] Specifically, the information prompting method in the game includes: displaying 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, and the game scene including a target virtual character controlled through 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 a key position 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 mode 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 at specified positions based on the physical layout mode, so that the display layout mode of the key position identifiers in the graphical user interface is consistent with the physical layout mode of the at least one physical key position in the gamepad; displaying corresponding skill effect prompt information at associated positions of the key position identifiers corresponding to the physical key positions; and 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.
[0086] The information prompting method in the game displays the key position identifiers corresponding to the physical key positions in the graphical user interface according to the physical layout mode of the physical key positions in the gamepad, so that the key position mapping is more consistent with the logic of the gamepad, and the player's intuition is also avoided.
[0087] In an optional embodiment, the step of displaying the key position identifiers corresponding to the physical key positions in the graphical user interface based on the physical layout mode includes: displaying 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 the center based on the physical layout mode; wherein the left side of the center position is used to display the key position identifiers of the physical key positions located on the left side of the gamepad, and the right side of the center position is used to display the key position identifiers of the physical key positions located on the right side of the gamepad.
[0088] In an optional embodiment, the physical key positions in the gamepad are divided into multiple categories according to key position positions and key position functions; and when the target key position is a first category of physical key positions in the gamepad, the step of displaying the key position identifiers corresponding to the physical key positions in the graphical user interface with the center position in the graphical user interface as the center based on the physical layout mode includes: displaying the key position identifiers of the first category of physical key positions located on the right side of the gamepad on the right side of the center position and displaying the key position identifiers of the first category of physical key positions located on the left side of the gamepad on the left side of the center position based on the physical layout mode.
[0089] In an optional embodiment, when the target key position further comprises a second type of physical key position in the gamepad, the method further comprises: displaying the key position identifier of the second type of physical key position in the gamepad below the left and right sides of the center position; wherein the key position identifier of the first type of physical key position is displayed above the key position identifier of the second type of physical key position.
[0090] In an optional embodiment, the method further comprises: in response to the at least one physical key position comprising a plurality of first type of physical key positions located on the same side of the gamepad, controlling the display of the key position identifiers corresponding to the plurality of first type of physical key positions in an up-down arrangement in a position near the center position; wherein the positional relationship between the near position and the center position matches the key position of the plurality of first type of physical key positions in the gamepad.
[0091] In an optional embodiment, the physical key position located on the right side of the gamepad in the at least one physical key position is a third type of physical key position, and / or the physical key position located on the right side of the gamepad is a fourth type of physical key position. Based on the physical layout mode, the step of displaying the key position identifier corresponding to each physical key position in the graphical user interface with the center position of the graphical user interface as the center comprises: in response to the third type of physical key position being a plurality, displaying the first type of key position identifier corresponding to the third type of physical key position on the right side of the center position in accordance with the physical layout mode of the third type of physical key position on the right side of the gamepad, so that the relative positional relationship between the first type of key position identifiers is consistent with the relative positional relationship between the third type of physical key positions; and / or in response to the fourth type of physical key position being a plurality, displaying the second type of key position identifier corresponding to the fourth type of physical key position on the right side of the center position in accordance with the physical layout mode of the fourth type of physical key position on the left side of the gamepad, so that the relative positional relationship between the second type of key position identifiers is consistent with the relative positional relationship between the fourth type of physical key positions.
[0092] In an optional embodiment, the first type of key position identifier corresponding to the third type of physical key position is displayed in an up-down arrangement on the right side of the center position, and the second type of key position identifier corresponding to the fourth type of physical key position is displayed in an up-down arrangement on the left side of the center position.
[0093] In an optional embodiment, the method further comprises: in response to the key position identifier and / or skill effect prompt information displayed in the graphical user interface at least partially overlapping with the character model of the target virtual character, adjusting the display position of the key position identifier and / or skill effect prompt information in the graphical user interface according to the position of the character model, so that the key position identifier and / or skill effect prompt information do not overlap with the character model of the target virtual character.
[0094] In an optional embodiment, in response to the at least partial overlap between the key position identifier and / or the skill effect prompt information displayed in the graphical user interface and the character model of the target virtual character, the step of adjusting the display position of the key position identifier and / or the skill effect prompt information in the graphical user interface according to the position of the character model comprises: in response to the at least partial overlap between the first key position identifier and the character model of the target virtual character, controlling the first key position identifier and the first skill effect prompt information corresponding to the first key position identifier to be offset away from the center position, so that the first key position identifier and the first skill effect prompt information are not overlapped with the character model; and / or in response to the at least partial overlap between the second skill effect prompt information and the character model of the target virtual character, controlling the second key position identifier corresponding to the second skill effect prompt information and the second skill effect prompt information to be offset 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.
[0095] In an optional embodiment, the target skill comprises at least one of the following: 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.
[0096] Further, the electronic device shown in FIG. 6 further comprises a bus 102 and a communication interface 103, and the processor 101, the communication interface 103 and the memory 100 are connected through the bus 102.
[0097] The memory 100 can include a high-speed random access memory (RAM) and can also include a non-volatile memory such as at least one disk memory. The communication between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is shown in FIG. 6, but it does not mean that there is only one bus or only one type of bus.
[0098] The processor 101 can be an integrated circuit chip with processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 101 or the instruction in the form of software. The processor 101 described above can be a general processor, including a central processing unit (CPU), a network processor (NP), etc.; can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component. Each method, step and logic block diagram disclosed in the embodiments of the present disclosure can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware code processor to execute, or be executed by a combination of hardware and software modules in the code processor. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. The storage medium in the art. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100, and combines the hardware to complete the steps of the method of the above embodiments.
[0099] The embodiments of the present disclosure also provide a computer readable storage medium, which stores computer executable instructions, when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the information prompting method in the game.
[0100] Specifically, the information prompting method in the game includes: displaying 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, and the game scene including a target virtual character controlled through 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 a key position 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 mode 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 at specified positions based on the physical layout mode, so that the display layout mode of the key position identifiers in the graphical user interface is consistent with the physical layout mode of the at least one physical key position in the gamepad; displaying corresponding skill effect prompt information at associated positions of the key position identifiers corresponding to the physical key positions; and 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.
[0101] The information prompting method in the game displays the key position identifiers corresponding to the physical key positions in the graphical user interface according to the physical layout mode of the physical key positions in the gamepad, so that the key position mapping is more consistent with the logic of the gamepad, and the player's intuition is also avoided.
[0102] In an optional embodiment, the step of displaying the key position identifiers corresponding to the physical key positions in the graphical user interface based on the physical layout mode includes: displaying 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 the center based on the physical layout mode; wherein the left side of the center position is used to display the key position identifiers of the physical key positions located on the left side of the gamepad, and the right side of the center position is used to display the key position identifiers of the physical key positions located on the right side of the gamepad.
[0103] In an optional embodiment, 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 the key position identifiers corresponding to the physical key positions in the graphical user interface with the center position in the graphical user interface as the center based on the physical layout mode includes: displaying the key position identifiers of the first category of physical key positions located on the right side of the gamepad on the right side of the center position and displaying the key position identifiers of the first category of physical key positions located on the left side of the gamepad on the left side of the center position based on the physical layout mode.
[0104] In an optional embodiment, when the target key position further comprises a second type of physical key position in the gamepad, the method further comprises: displaying the key position identifier of the second type of physical key position in the gamepad below the left and right sides of the center position; wherein the key position identifier of the first type of physical key position is displayed above the key position identifier of the second type of physical key position.
[0105] In an optional embodiment, the method further comprises: in response to the at least one physical key position comprising a plurality of first type of physical key positions located on the same side of the gamepad, controlling the display of the key position identifiers corresponding to the plurality of first type of physical key positions in an up-down arrangement in a position near the center position; wherein the positional relationship between the near position and the center position matches the key position of the plurality of first type of physical key positions in the gamepad.
[0106] In an optional embodiment, the physical key position located on the right side of the gamepad in the at least one physical key position is a third type of physical key position, and / or the physical key position located on the right side of the gamepad is a fourth type of physical key position. Based on the physical layout mode, the step of displaying the key position identifier corresponding to each physical key position with the center position of the graphical user interface as the center in the graphical user interface comprises: in response to the third type of physical key position being a plurality, displaying the first type of key position identifier corresponding to the third type of physical key position on the right side of the center position in accordance with the physical layout mode of the third type of physical key position on the right side of the gamepad, so that the relative positional relationship between the first type of key position identifiers is consistent with the relative positional relationship between the third type of physical key positions; and / or in response to the fourth type of physical key position being a plurality, displaying the second type of key position identifier corresponding to the fourth type of physical key position on the right side of the center position in accordance with the physical layout mode of the fourth type of physical key position on the left side of the gamepad, so that the relative positional relationship between the second type of key position identifiers is consistent with the relative positional relationship between the fourth type of physical key positions.
[0107] In an optional embodiment, the first type of key position identifier corresponding to the third type of physical key position is displayed in an up-down arrangement on the right side of the center position, and the second type of key position identifier corresponding to the fourth type of physical key position is displayed in an up-down arrangement on the left side of the center position.
[0108] In an optional embodiment, the method further comprises: in response to the key position identifier and / or skill effect prompt information displayed in the graphical user interface at least partially overlapping with the character model of the target virtual character, adjusting the display position of the key position identifier and / or skill effect prompt information in the graphical user interface according to the position of the character model, so that the key position identifier and / or skill effect prompt information 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 position identifier and / or the skill effect prompt information in the graphical user interface according to the position of the character model of the target virtual character, in response to the at least partial overlap between the key position identifier and / or the skill effect prompt information displayed in the graphical user interface and the character model of the target virtual character, comprises: in response to the at least partial overlap between the first key position identifier and the character model of the target virtual character, controlling the first key position identifier and the first skill effect prompt information corresponding to the first key position identifier to be offset away from the center position, so that the first key position identifier and the first skill effect prompt information are not overlapped with the character model; and / or in response to the at least partial overlap between the second skill effect prompt information and the character model of the target virtual character, controlling the second key position identifier corresponding to the second skill effect prompt information and the second skill effect prompt information to be offset 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.
[0110] In an optional embodiment, the target skill comprises at least one of the following: 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.
[0111] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present disclosure essentially or the parts that contribute to the prior art or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can 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 embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.
[0112] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship shown in the drawings, and are only used to facilitate the description of the present disclosure and simplify the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for descriptive purposes and cannot be understood as indicating or implying relative importance.
[0113] Finally, it should be noted that the above-described embodiments are merely specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and are not intended to limit the present disclosure. The protection scope of the present disclosure is not limited thereto. Although the present 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 make modifications or easy changes to the technical solutions described in the foregoing embodiments, or easily think of changes or equivalent replacements for some of the technical features; and these modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to 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 an up-down 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 respectively on the right side of the center position in 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 is consistent with 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 respectively on the right side of the center position in 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 is consistent with 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 an up-down 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 an up-down 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 with 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 with 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 with 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 with 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 with 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 generate 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.