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CN113941150B - A method, device, equipment and medium for displaying information in a game - Google Patents

A method, device, equipment and medium for displaying information in a game Download PDF

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Publication number
CN113941150B
CN113941150B CN202111200054.9A CN202111200054A CN113941150B CN 113941150 B CN113941150 B CN 113941150B CN 202111200054 A CN202111200054 A CN 202111200054A CN 113941150 B CN113941150 B CN 113941150B
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China
Prior art keywords
virtual character
target
hostile
killing
hostile virtual
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CN202111200054.9A
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Chinese (zh)
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CN113941150A (en
Inventor
王泽�
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111200054.9A priority Critical patent/CN113941150B/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

本申请提供了一种游戏中信息的显示方法、装置、设备和介质,所述游戏包含游戏场景、位于所述游戏场景的目标虚拟角色和敌对虚拟角色,通过终端设备提供一图形用户界面,所述图形用户界面至少部分地显示所述游戏场景;所述方法包括:响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的击杀难易程度,在所述敌对虚拟角色中确定目标敌对虚拟角色;将所述目标敌对虚拟角色进行突出显示,以及在所述图形用户界面中显示所述目标虚拟角色继续满足连续击杀状态的剩余时间。

The present application provides a method, apparatus, device and medium for displaying information in a game, wherein the game includes a game scene, a target virtual character and a hostile virtual character located in the game scene, and a graphical user interface is provided through a terminal device, wherein the graphical user interface at least partially displays the game scene; the method includes: in response to the target virtual character satisfying a continuous killing state, determining a target hostile virtual character among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene; highlighting the target hostile virtual character, and displaying the remaining time for the target virtual character to continue to satisfy the continuous killing state in the graphical user interface.

Description

Method, device, equipment and medium for displaying information in game
Technical Field
The present application relates to the field of information processing, and in particular, to a method, an apparatus, a device, and a medium for displaying information in a game.
Background
With the improvement of life quality of people, people have more and more recreation modes, wherein the electronic game gradually becomes a more common recreation mode in life of people due to the advantages of simple operation, wider adapting equipment and the like.
In MOBA (Multiplayer Online Battle Arena, multiplayer online tactical game) or MMORPG (Massive Multiplayer Online Role-PLAYING GAME, massively multiplayer online role playing game) games, players often have many targets that can be attacked during combat, when a player determines a next target to be killed, each target that can be attacked needs to be known in detail during the preparation stage of the game, and further, during the game, the next target to be killed is determined according to his own experience, but this way of determining the target to be killed is complicated, especially when the number of players participating in the game is large, the player cannot know the detailed information of each target to be killed, and thus cannot accurately determine the next target to be killed, and the game experience of the player is affected.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method, apparatus, device and medium for displaying information in a game, which are used for solving the problem of how to improve the accuracy of determining a target hostile virtual character that can be killed in the prior art.
In a first aspect, an embodiment of the present application provides a method for displaying information in a game, where the game includes a game scene, a target virtual character and an opponent virtual character located in the game scene, and a graphical user interface is provided through a terminal device, where the graphical user interface at least partially displays the game scene, and the method includes:
Responding to the target virtual character to meet the continuous killing state, and determining the target hostile virtual character in the hostile virtual character according to the killing difficulty degree of each hostile virtual character in the game scene;
Highlighting the target hostile virtual character and displaying in the graphical user interface a remaining time for which the target virtual character continues to satisfy the continuous hit status.
Optionally, in response to the target virtual character meeting the continuous hit status, determining a target hostile virtual character among the hostile virtual characters according to the hit difficulty level of each hostile virtual character in the game scene, including:
Responding to the target virtual character to meet the continuous click state, and determining candidate hostile virtual characters with the distance meeting the preset distance requirement from the current position of the target virtual character in the game scene according to the current position of the target virtual character;
and determining the target hostile virtual roles in the candidate hostile virtual roles according to the click difficulty level of each candidate hostile virtual role.
Optionally, in response to the target virtual character meeting the continuous hit state, determining, in the game scene, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement according to the current position of the target virtual character, including:
Responding to the target virtual character to meet the continuous click state, and determining the current position and attack range of the target virtual character;
and determining candidate hostile virtual roles in the attack range of the target virtual role according to the current position of the target virtual role.
Optionally, in response to the target virtual character meeting the continuous hit status, determining a target hostile virtual character among the hostile virtual characters according to the hit difficulty level of each hostile virtual character in the game scene, including:
responding to the target virtual character to meet the continuous killing state, and determining the difficulty degree of killing each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene;
and determining the hostile virtual character with the difficulty degree meeting the preset requirement of killing as a target hostile virtual character.
Optionally, in response to the target virtual character meeting the continuous hit status, determining a target hostile virtual character among the hostile virtual characters according to the hit difficulty level of each hostile virtual character in the game scene, including:
Responding to the target virtual character to meet the continuous killing state, and determining the killing time of each hostile virtual character to be killed according to the killing difficulty degree of each hostile virtual character in the game scene;
And determining the hostile virtual character with the time consumption meeting the preset time consumption requirement as a target hostile virtual character.
Optionally, highlighting the target hostile virtual character includes:
And displaying a connecting line between the target virtual character and the target hostile virtual character in the graphical user interface.
Optionally, displaying, in the graphical user interface, a connection line between the target virtual character and the target hostile virtual character, including:
Determining an attack route between the target virtual character and the target hostile virtual character according to the position of the target virtual character and the position of the target hostile virtual character;
Displaying the attack route in the graphical user interface.
Optionally, displaying the remaining time for the target virtual character to continue to satisfy the continuous click state in the graphical user interface includes:
the remaining time for the target virtual character to continue to satisfy the successive click state is displayed at an edge position of the graphical user interface or,
The remaining time for the target virtual character to continue to satisfy the successive click state is displayed in the vicinity of the target virtual character or,
The remaining time for the target virtual character to continue to satisfy the successive click state is displayed in the vicinity of the target hostile virtual character or,
And displaying the remaining time of the target virtual character continuously meeting the continuous click state in the vicinity of a connecting line between the target virtual character and the target hostile virtual character.
Optionally, in response to the target virtual character meeting the continuous hit status, determining a target hostile virtual character among the hostile virtual characters according to the hit difficulty level of each hostile virtual character in the game scene, including:
The method comprises the steps of responding to the position update of the target virtual character and each hostile virtual character, and redefining the click and kill difficulty level of each hostile virtual character;
and determining the target hostile virtual character in the hostile virtual characters according to the difficulty degree of the hostile virtual characters.
Optionally, the attribute information includes any one or more of the following information:
Current blood volume, recovery information, movement speed, defense information;
the status information includes any one or more of the following:
A direction of relative movement between the hostile virtual character and the target virtual character, a relative movement speed between the hostile virtual character and the target virtual character the distance between the hostile virtual character and the target virtual character and the attack state of the hostile virtual character.
In a second aspect, an embodiment of the present application provides a method for displaying information in a game, where the game includes a game scene, a target virtual character and an opponent virtual character located in the game scene, and a graphical user interface is provided through a terminal device, where the graphical user interface at least partially displays the game scene, and the method includes:
the response module is used for responding to the continuous click state of the target virtual character and determining the target hostile virtual character in the hostile virtual character according to the click difficulty degree of each hostile virtual character in the game scene;
Highlighting the target hostile virtual character and displaying in the graphical user interface a remaining time for which the target virtual character continues to satisfy the continuous hit status.
In a third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor implements the steps of the method described above when executing the computer program.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the above method.
The method for displaying information in the game comprises the steps of firstly responding to the condition that the target virtual character meets the continuous impact state, determining the target hostile virtual character in the hostile virtual character according to the impact difficulty degree of each hostile virtual character in the game scene, finally highlighting the target hostile virtual character, and displaying the residual time of the target virtual character continuously meeting the continuous impact state in the graphical user interface.
In some embodiments, when the target virtual character satisfies the continuous-hit state, in the graphical user interface, determining that the hit difficulty degree satisfies the target hostile virtual character required by the preset hit, highlighting the target hostile virtual character, displaying the remaining time that the target virtual character can continuously satisfy the continuous-hit state, and reminding the target player to hit the target hostile virtual character as soon as possible within the remaining time by highlighting the target hostile virtual character and displaying the remaining time, so that the target virtual character can continuously satisfy the continuous-hit state, determining the next target hostile virtual character to be hit according to own experience of the target player is not required, and the target hostile virtual character determined according to the hit difficulty degree corresponding to the hostile virtual character is more accurate than the target hostile virtual character determined by the target player according to own experience, and the remaining time that the target hostile virtual character can continuously satisfy the continuous-hit state is also displayed in the graphical user interface, thereby reducing the situation that the target virtual character cannot continuously hit the target hostile virtual character as soon as possible.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a method for displaying information in a game according to an embodiment of the present application;
FIG. 2 is a schematic diagram of a first graphical user interface provided by an embodiment of the present application;
FIG. 3 is a diagram of a second graphical user interface provided in an embodiment of the present application;
FIG. 4 is a diagram of a third graphical user interface provided in an embodiment of the present application;
FIG. 5 is a diagram of a fourth graphical user interface provided by an embodiment of the present application;
FIG. 6 is a schematic diagram of a fifth graphical user interface provided by an embodiment of the present application;
FIG. 7 is a diagram of a sixth graphical user interface provided by an embodiment of the present application;
FIG. 8 is a schematic diagram of a seventh graphical user interface provided by an embodiment of the present application;
FIG. 9 is a schematic diagram of a display device for in-game information according to an embodiment of the present application;
Fig. 10 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by a person skilled in the art without making any inventive effort, are intended to be within the scope of the present application.
In MOBA (Multiplayer Online Battle Arena, multiplayer online tactical game) or MMORPG (Massive Multiplayer Online Role-PLAYING GAME, massively multiplayer online role playing game) games, there is a prompt function that a target virtual character realizes continuous killing of at least two opponent virtual characters, and a time difference between the killing moments of the two opponent virtual characters that are killed is not greater than a preset time threshold, each target virtual character kills one opponent virtual character has a corresponding prompt, for example, "double kill", "TRIPLE KILL", and the like, and in the continuous killing process, a player wants to keep the continuous killing state all the time, needs to determine which opponent virtual character in a game screen is easy to kill, and affects game experience.
In view of the above drawbacks, an embodiment of the present application provides a method for displaying information in a game, as shown in fig. 1, where the game includes a game scene, a target virtual character and a hostile virtual character located in the game scene, and a graphical user interface is provided through a terminal device, where the graphical user interface at least partially displays the game scene, and the method includes:
S101, responding to the condition that the target virtual character meets the continuous click state, and determining the target hostile virtual character in the hostile virtual character according to the click difficulty degree of each hostile virtual character in the game scene;
s102, highlighting the target hostile virtual character, and displaying the residual time of the target hostile virtual character continuously meeting the continuous click state in the graphical user interface.
The method for displaying information in the game in the embodiment of the application can be operated on the terminal equipment or the server. The terminal device may be a local terminal device. The method for displaying information in the game may be cloud games when the method is run on a server.
In an alternative embodiment, cloud gaming refers to a game style based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the message sending method in the game are completed on a cloud game server, and the cloud game terminal equipment is used for receiving and sending data and presenting game pictures, for example, the cloud game terminal equipment can be a display equipment with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like, which is close to a user side, but the terminal equipment for processing game data is the cloud game server in the cloud. When playing a game, a target player operates the cloud game terminal device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the cloud game terminal device through a network, and finally decodes the data through the cloud game terminal device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used for presenting game pictures. The local terminal device is used for interacting with the target player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the target player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal device, or provided to the target player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a portion of a game scene, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
The application is described by running the method for displaying information in the game on the terminal equipment, wherein the terminal equipment is electronic equipment with a touch control function, such as a smart phone. Providing a graphical user interface through the terminal equipment, wherein the graphical user interface is an interface which is rendered on a display screen of the terminal equipment and used for man-machine interaction, the interface comprises a touch control used for game control, the content displayed in the graphical user interface also comprises a game picture, and the game picture can be a part of game scenes. The graphical user interface further comprises a movement control, and the terminal device can control the virtual character to execute virtual actions in the game scene, such as moving in the game scene, releasing skills, and the like, in response to touch operation on the movement control in the graphical user interface. The game scene may include any one or more of a landform, mountain stone, flower and grass, river, building, virtual object, game prop, and the like. The virtual object includes a target virtual character and at least one hostile virtual character, and the hostile virtual character may be a virtual character controlled by other players and not in the same battle as the target virtual character, or may be a virtual character controlled by artificial intelligence and not in the same battle as the target virtual character. The virtual object also includes a virtual character belonging to the same battle as the target virtual character. In general, a virtual camera is provided in a game scene, and a game screen displayed on a graphical user interface, that is, a part of the game scene content captured by the virtual camera is displayed. For example, in a first person game, a virtual camera may be provided at the head (e.g., eye position) of a target virtual character controlled by a target player, the virtual camera moving following the movement of the target virtual character, the orientation of the virtual camera rotating following the rotation of the virtual body, and thus the game screen presented on the graphical user interface is a part of the game scene of a preset range in front of the target virtual character. As another example, in a third person game, a virtual camera may be positioned directly above or behind a target virtual character controlled by a target player, and thus, a game screen presented on a graphical user interface is a partial game scene including the target virtual character. And logging in an account number of the target virtual role on the terminal equipment, wherein the target virtual role is controlled by the terminal equipment. Virtual objects refer to dynamic objects that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, a cartoon character, or the like. The target virtual character is a character controlled by a target player through a terminal device, or is an artificial intelligence (ARTIFICIAL INTELLIGENCE, AI) set in the virtual environment fight by training, or is a Non-player character (Non-PLAYER CHARACTER, NPC) set in the virtual environment fight. Optionally, the target avatar is a avatar playing an athletic activity in the virtual scene.
The control method of the prop in the game can be applied to an instant combat mode, and in the instant combat mode, a target player controls a target virtual character to act in a game scene through real-time instructions, and in the combat process, the target player can control the target virtual character to combat according to own ideas.
The steps of the method for displaying information in the game of the present exemplary embodiment will be further described with reference to the accompanying drawings.
S101, responding to the target virtual characters to meet the continuous click state, and determining the target hostile virtual characters in the hostile virtual characters according to the click difficulty degree of each hostile virtual character in the game scene.
In the step S101, the target virtual character meeting the continuous-hit status means that the time difference between the hit moments of two continuously hit hostile virtual characters is not greater than the preset time threshold in the process of continuously hitting at least two hostile virtual characters. The preset time threshold may be manually set, for example, 8 seconds, 10 seconds, etc. The difficulty degree refers to the difficulty degree when the hostile virtual character is successfully killed, and can be characterized by time consumption required by the hostile virtual character to be successfully killed, energy required by the target virtual character to successfully kill the hostile virtual character, and the energy required by the target virtual character to successfully kill the hostile virtual character. In order to keep the target hostile virtual character continuously-hit-killed state, the target hostile virtual character is the hostile virtual character to be hit and killed, the target hostile virtual character can be the hostile virtual character with the difficulty in hit and killed meeting the preset hit and killed requirement, and the hostile virtual character meeting the preset hit and killed requirement can be one hostile virtual character with the lowest difficulty in hit and killed, or can be a plurality of hostile virtual characters with the difficulty in hit and killed less than the appointed value.
In particular, since the continuous-click state is a period of time, when step S101 is executed, step S101 may be executed immediately at the time when the continuous-click state is satisfied, or step S101 may be executed at any time when the continuous-click state is satisfied. The target hostile virtual character determined in the above step S101 is a hostile virtual character to be killed by the target virtual character, and therefore, when the difficulty level of killing of each hostile virtual character is calculated, the difficulty level of killing is calculated with respect to the target virtual character.
S102, highlighting the target hostile virtual character, and displaying the residual time of the target hostile virtual character continuously meeting the continuous click state in the graphical user interface.
In the above step S102, highlighting includes any one of a decrease in transparency, an increase in color saturation, a switch in color, highlighting, a frame, adding a highlighting mark, displaying a line between a target virtual character and a target hostile virtual character in a graphical user interface, and the like. Wherein, adding the highlighting may be adding a preset identifier, which may be a dot, triangle, etc., near the target hostile avatar (as shown in fig. 2, a triangle is displayed at the top of the target hostile avatar). The remaining time for the target virtual character to continue to satisfy the continuous-hit status is to alert the target player, and if the target virtual character continues to satisfy the continuous-hit status, the target virtual character needs to hit the next hostile virtual character within the remaining time.
In specific implementation, after determining the target hostile virtual character through the step S101, in order to enable the user to know as soon as possible which hostile virtual character is to be killed and is the easiest to continue to satisfy the continuous-killing state, the target hostile virtual character is highlighted, and the target hostile virtual character is required to satisfy the continuous-killing state, that is, the difference between the killing moments of two hostile virtual characters that are continuously killed is not greater than the preset time threshold, so that the target hostile virtual character can be killed within the preset time threshold, the remaining time that the target hostile virtual character continues to satisfy the continuous-killing state is displayed in the graphical user interface, so that the target player is prompted, and the condition that the target hostile virtual character is killed overtime is reduced, and the target virtual character cannot continue to satisfy the continuous-killing state is avoided.
According to the method for displaying information in the game, under the condition that the target virtual character meets the continuous shooting state, in the graphical user interface, the target hostile virtual character with the shooting difficulty degree meeting the preset shooting requirement is determined, the target hostile virtual character is highlighted, the residual time of the continuous shooting state can be continuously met by displaying the target virtual character, the target player is reminded of shooting the target hostile virtual character as soon as possible in the residual time in a mode of highlighting and displaying the target hostile virtual character, the continuous shooting state can be continuously met by the target virtual character, the next target hostile virtual character to be shot is not required to be determined according to own experience, the target hostile virtual character determined according to the shooting difficulty degree corresponding to the hostile virtual character is more accurate than the target hostile virtual character determined by the target player according to own experience, the residual time of the continuous shooting state can be continuously met by displaying the target virtual character in the graphical user interface, and the situation that the target hostile virtual character cannot be continuously shot by the target hostile virtual character is continuously met is reduced.
When determining the target hostile virtual character, the method is determined based on the difficulty level of killing each hostile virtual character in the game scene, but the game scene includes a plurality of hostile virtual characters, if the difficulty level of killing each hostile virtual character is calculated, the calculated amount is large, and a certain calculation redundancy exists, so in order to reduce the calculated amount, the distance between the hostile virtual character and the target virtual character can be utilized first, and the number of hostile virtual characters needing to calculate the difficulty level of killing is reduced, that is, step S101 includes:
Step 1011, responding to the target virtual character to meet the continuous click state, and determining candidate hostile virtual characters with the distance meeting the preset distance requirement from the current position of the target virtual character in the game scene according to the current position of the target virtual character;
Step 1012, determining a target hostile virtual character in the candidate hostile virtual characters according to the click difficulty level of each candidate hostile virtual character.
In the step 1011, the preset distance requirement may be a distance range preset manually, that is, the preset distance requirement is an adversary virtual character located in the distance range, and the preset distance requirement may be determined according to an attack range of the target virtual character, that is, the preset distance requirement is an adversary virtual character located in the attack range of the target virtual character.
In specific implementation, only the distance from the target virtual character is close enough, so that the target virtual character can realize the aim of killing the corresponding hostile virtual character, and the current position of the target virtual character is required to be known when the candidate hostile virtual character meeting the preset distance requirement is determined, so that the current position of the target virtual character is required to be determined as long as the target virtual character meets the continuous killing state, and the candidate hostile virtual character meeting the preset distance requirement can be determined according to the current position of the target virtual character.
When the preset distance requirement is determined according to the attack scope of the target virtual character itself, step 1011 includes:
Step 10111, determining the current position and attack range of the target virtual character in response to the target virtual character meeting the continuous hit state;
Step 10112, determining candidate hostile virtual characters within the attack range of the target virtual character according to the current position of the target virtual character.
In the steps 10111 to 10112, if the candidate hostile virtual character is determined according to the attack range of the target virtual character, when the target virtual character satisfies the continuous hit state, the current position of the target virtual character is determined, and the attack range of the target virtual character is also required to be determined, so that the candidate hostile virtual character located in the attack range of the target virtual character is determined according to the current position of the target virtual character. The attack range of each virtual character is different, if the preset distance requirement is set to be a fixed distance range, the situation that the position of the candidate hostile virtual character meeting the preset requirement is a position which cannot be reached by the attack range of the target hostile virtual character, if the candidate virtual character at the position which cannot be reached by the attack range of the target hostile virtual character is determined to be the target hostile virtual character, the target hostile virtual character cannot be attacked by the target virtual character, and then the target hostile virtual character cannot be killed in the preset killing time, and then the target hostile virtual character cannot continuously meet the continuous killing state is caused.
In some cases, the target virtual character may have multiple skills, and the attack scope corresponding to each skill may be different, and further, when the target virtual character includes multiple attack scopes, determining the candidate hostile virtual character according to the attack scope of the target virtual character, step 10111 includes:
Step 101111, responding to the target virtual character to meet the continuous hit state, and determining the current position of the target virtual character and the attack range meeting the preset requirement;
Step 10112, comprising:
and step 101121, determining candidate hostile virtual roles in the attack range meeting the preset requirement of the target virtual role according to the current position of the target virtual role.
In the step 101111 and the step 101121, the attack range meeting the preset requirement may be the minimum attack range possessed by the target virtual character, so that the candidate hostile virtual character located in the minimum attack range may be hit by any attack skill of the target virtual character, thereby increasing the probability of killing the candidate hostile virtual character. The attack range meeting the preset requirements can be the maximum attack range owned by the target virtual character, so that the candidate hostile virtual characters within the maximum attack range can be more, one target hostile virtual character with the minimum difficulty in killing can be screened out as much as possible, and the probability of the target hostile virtual character being killed is improved.
In step 1012, after the candidate hostile virtual characters are determined, the target hostile virtual character is determined in the candidate hostile virtual characters only according to the difficulty in killing the candidate hostile virtual characters, and unnecessary difficulty in killing the hostile virtual characters is not required to be calculated, so that the data processing amount is reduced.
The ease of killing of each hostile character may be determined according to the state information and attribute information of the hostile character itself, and thus, step S101 includes:
step 1013, responding to the target virtual character to meet the continuous click state, and determining the click difficulty level of each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene;
and 1014, determining the hostile virtual character with the difficulty degree meeting the preset requirement of killing as a target hostile virtual character.
In step 1013, the state information of the hostile virtual character is used to characterize the state of the hostile virtual character in the game scene, and the state information of the hostile virtual character includes any one or more of a relative movement direction between the hostile virtual character and the target virtual character, a relative movement speed between the hostile virtual character and the target virtual character, a distance between the hostile virtual character and the target virtual character, and a combat state of the hostile virtual character. The fight state of the hostile virtual character includes an attack state and a non-attack state. The attack state of the hostile virtual character can be further classified into a state in which the hostile virtual character attacks the target virtual character and a state in which the hostile virtual character attacks other virtual characters except the target virtual character. a state of attacking the target virtual in the hostile virtual character, The order of the states of the hostile virtual character for attacking other virtual characters except the target virtual character and the states of the non-attacking state, in which the attention concentration degree of the hostile virtual character relative to the target virtual character is sequentially reduced, is that the state of the hostile virtual character for attacking the target virtual character > the non-attacking state > the state of the hostile virtual character for attacking other virtual characters except the target virtual character, wherein the higher the attention concentration degree of the hostile virtual character relative to the target virtual character is, the less easy the hostile virtual character is attacked by the target virtual character, and the lower the attention concentration degree of the hostile virtual character relative to the target virtual character is, the easier the hostile virtual character is attacked by the target virtual character. The relative movement directions of the hostile virtual character and the target virtual character comprise the same movement direction and the opposite movement direction, if the relative movement directions are the same, the distance between the hostile virtual character and the target virtual character is likely to be closer, the higher the possibility that the hostile virtual character can be attacked by the target virtual character is, if the relative movement directions are opposite, the distance between the hostile virtual character and the target virtual character is likely to be farther, and the lower the possibility that the hostile virtual character can be attacked by the target virtual character is likely to be. The relative movement speed between the hostile virtual character and the target virtual character includes that the movement speed of the hostile virtual character is smaller than the movement speed of the target virtual character and the movement speed of the hostile virtual character is not smaller than the movement speed of the target virtual character. if the moving speed of the hostile virtual character is smaller than the moving speed of the target virtual character, the distance between the hostile virtual character and the target virtual character is likely to be more and more near, the possibility that the hostile virtual character can be attacked by the target virtual character is higher, and if the moving speed of the hostile virtual character is not smaller than the moving speed of the target virtual character, the distance between the hostile virtual character and the target virtual character is likely to be more and more far, the possibility that the hostile virtual character can be attacked by the target virtual character is lower. The farther the distance between the hostile virtual character and the target virtual character is, the lower the possibility that the hostile virtual character can be attacked by the target virtual character is, and the closer the distance between the hostile virtual character and the target virtual character is, the higher the possibility that the hostile virtual character can be attacked by the target virtual character is.
The attribute information of the hostile virtual character is information for representing the self-defense capacity of the hostile virtual character, and the attribute information of the hostile virtual character comprises any one or more of current blood volume, recovery information, moving speed and defense information. The resume information is a resume speed of each attribute value, such as a blood return speed, a blue return speed, or the like, in the case where each attribute value of the hostile virtual character is not a full value. The moving speed is the moving speed of the hostile virtual character in the game scene. The defending information is defending information generated when the hostile virtual character is attacked, such as legal defending information, physical defending information, and the like.
In the above steps 1013 and 1014, when the target virtual character satisfies the continuous killing state, the difficulty in killing with respect to the target virtual character may be determined according to the state information and attribute information of the target virtual character itself, and then the target hostile virtual character is determined according to the hostile virtual character whose difficulty in killing meets the preset requirement for killing.
Similarly, the method of processing the ease of killing the candidate hostile virtual character in step 1012 may refer to step 1013.
Each virtual character may have a plurality of attack skills, and the attack capability corresponding to each attack skill is different, and thus the difficulty level of killing the hostile virtual character corresponding to the different attack skills is different, so step 1013 includes:
Step 10131, in response to the target virtual character meeting the continuous click state, determining the click difficulty level of each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene and the attack skills currently owned by the target virtual character.
In step 10131, the attack skills of the virtual character may include one or more of the following attribute information, such as attack scope, attack number, skill targeting accuracy, etc., the skill targeting accuracy of different virtual characters is different, for example, if some skills can attack the hostile virtual character one hundred percent, the skill targeting accuracy of the skill is higher, and if some skills are needed to be targeted manually by the target player, the skill targeting accuracy of the skill is lower. If the skill aiming accuracy is higher, the hostile virtual character with the smallest defensive power in the attack range is most easily knocked, the distance between the hostile virtual character with the smallest defensive power and the target virtual character is not required to be in the attack range of the attack skill, if the skill aiming accuracy is lower, the target virtual character needs to attack the hostile virtual character which is closer to the target virtual character in order to improve the skill aiming accuracy, and therefore the hostile virtual character which is closer to the target virtual character and has lower defensive power is most easily knocked.
In specific implementation, when the target virtual character meets the continuous-click state, the difficulty of the target virtual character in clicking the target virtual character is determined according to the state information and attribute information of the target virtual character and the attack skills of the target virtual character.
When the virtual character kills an adversary virtual character, the adversary virtual character may not be immediately killed by using one attack skill, and may need to use the attack skill for multiple times to kill the adversary virtual character, when the adversary virtual character is killed by using the skill for multiple times, the time consumption of killing is increased, in order to keep the target virtual character continuously meeting the continuous killing state, the time difference between the killing moments of two continuously-killed adversary virtual characters is limited, in order to avoid that the target virtual character cannot continuously meet the continuous killing state condition because the time consumption of killing is long, the method determines the time consumption of the target adversary virtual character, which is considered to be killed by the adversary virtual character, and the method includes the following steps:
Step 1015, in response to the target virtual character meeting the continuous click state, determining the click time of each hostile virtual character in the game scene according to the click difficulty of each hostile virtual character;
and step 1016, determining the hostile virtual character with the time consumption meeting the preset time consumption requirement as a target hostile virtual character.
In step 1015, when the target virtual character satisfies the continuous-hit status, the attack skills currently owned by the target virtual character are determined, and then the hit time for each hostile virtual character to be hit is determined according to the attack skills of the target virtual character and the hit difficulty of each hostile virtual character.
In step 1016 described above, the preset time consuming requirement is not to exceed the remaining time for the target avatar to continue to satisfy the successive swipe states. That is, as long as the time spent in killing the hostile virtual character meets the preset time spent in killing the hostile virtual character, it is indicated that the hostile virtual character may be killed by the target virtual character within the remaining time when the target virtual character continues to meet the continuous-hit-and-kill state, so that the hostile virtual character can be determined as the target hostile virtual character as long as the time spent in killing the hostile virtual character meets the preset time spent, and the target virtual character can still meet the continuous-hit-and-kill state after the target hostile virtual character is killed by the target virtual character.
When the target hostile virtual character is highlighted, a connection line between the target hostile virtual character and the target hostile virtual character can be directly displayed in the graphical user interface, wherein the connection line can be a straight line connecting the target hostile virtual character and the target hostile virtual character, and the connection line can also be an attack route required to travel when the target hostile virtual character attacks the target hostile virtual character, that is, when the target hostile virtual character is highlighted, the connection line comprises:
Step 1017, determining an attack route between the target virtual character and the target hostile virtual character according to the position of the target virtual character and the position of the target hostile virtual character;
Step 1018, displaying the attack route in the graphical user interface.
In step 1017, in addition to the virtual characters, there may be other virtual objects in the game scene that cannot be moved and that cannot be penetrated by the target virtual characters, such as walls, stones, houses, vehicles, etc., so if there are other virtual objects between the target virtual characters and the target hostile virtual characters that cannot be moved and that cannot be penetrated by the target virtual characters, the target virtual characters need to bypass the other virtual characters and attack the target hostile virtual characters, so as to provide an attack route that the target player can quickly find the target hostile virtual characters, and an attack route that can realize the target virtual characters to attack the target hostile virtual characters can be displayed in the image user interface, so that the target virtual characters can search the target hostile virtual characters along the attack route, and the attack efficiency of the target hostile virtual characters to the target hostile virtual characters is improved.
In a specific implementation, after the target hostile virtual character is determined, an attack route between the target virtual character and the target hostile virtual character may be determined according to the position of the target virtual character and the position of the target hostile virtual character, and then step 1018 is executed, where the attack route directly connects the target virtual character and the target hostile virtual character, so that highlighting of the target hostile virtual character may be achieved.
The remaining time for the target virtual character in the scheme to continue to meet the continuous click state is displayed in the graphical user interface, wherein the display position comprises any one of the following positions:
Step 103, displaying the remaining time of the target virtual character continuously meeting the continuous click state at the edge position of the graphical user interface, or,
Step 104, displaying the remaining time of the target virtual character continuously meeting the continuous click state near the target virtual character, or,
Step 105, displaying the remaining time of the target virtual character continuously meeting the continuous hit state near the target hostile virtual character, or,
And step 106, displaying the remaining time of the target virtual character continuously meeting the continuous click state in the vicinity of a connecting line between the target virtual character and the target hostile virtual character.
In the above steps 103 to 106, the remaining time for the target virtual character to continue to satisfy the continuous killing state is mainly to remind the target player that the killing time of the target virtual character does not exceed the remaining time, so long as the remaining time for the target virtual character to continue to satisfy the continuous killing state is displayed in a more conspicuous place. The display position of the remaining time may be an edge position of the graphical user interface (as shown in fig. 3, the remaining time is displayed at a right edge position of the graphical user interface). The display location of the remaining time may be in the vicinity of the target avatar (as shown in fig. 4, the remaining time is displayed above the top of the head of the target avatar, and a triangle is displayed at the top of the head of the target hostile avatar). The display position of the remaining time may be the vicinity of the target hostile virtual character (as shown in fig. 5, the remaining time is displayed above the top of the head of the target hostile virtual character, and a triangle is displayed at the top of the head of the target hostile virtual character), and the target hostile virtual character may be further highlighted by the remaining time. The display position of the remaining time may be the vicinity of the line between the target virtual character and the target hostile virtual character (as shown in fig. 6, the remaining time is displayed above the line between the target virtual character and the target hostile virtual character).
In the game scene, both the target and the hostile virtual roles are freely movable, after determining a target hostile virtual role, a target hostile virtual role that is easier to be knocked by the target virtual role can be re-determined according to the new position information of each hostile virtual role, and then the target hostile virtual role is updated, that is, step S101 includes:
step 1019, in response to the position update of the target virtual character and each hostile virtual character, redetermining the easy click degree of each hostile virtual character;
in step 1010, a target hostile virtual character is determined from the hostile virtual characters according to the ease of killing each hostile virtual character.
In the above steps 1019 to 1010, when the positions of the target virtual character and each of the hostile virtual characters are updated, the relative positions and distances between the target virtual character and each of the hostile virtual characters are changed, and thus the ease of killing each of the hostile virtual characters is also changed, and the processing method for redetermining the ease of killing the hostile virtual characters may refer to the above step 1013. Then, the target hostile virtual character is determined according to the difficulty level of the hostile virtual character.
For example, in fig. 7, the target hostile virtual character corresponding to the target virtual character a is hostile virtual character B (triangle is displayed at the vertex of hostile virtual character B), after the positions of the target virtual character and each hostile virtual character in the game scene are updated, as shown in fig. 8, hostile virtual character C is closer to target virtual character a, and the difficulty in killing the hostile virtual character C calculated from the updated position information is smaller than that of hostile virtual character B, and further, hostile virtual character C is determined as a new target hostile virtual character (triangle is displayed at the vertex of hostile virtual character C, triangle displayed at the vertex of hostile virtual character C is cancelled).
The embodiment of the application provides a method for displaying information in a game, as shown in fig. 9, wherein the game comprises a game scene, a target virtual character and an opponent virtual character which are positioned in the game scene, a graphical user interface is provided through terminal equipment, the graphical user interface at least partially displays the game scene, and the method comprises the following steps:
The response module 901 is configured to respond to the target virtual character meeting a continuous click state, and determine a target hostile virtual character in the hostile virtual characters according to a click difficulty level of each hostile virtual character in the game scene;
A display module 902, configured to highlight the target hostile virtual character, and display, in the graphical user interface, a remaining time for the target virtual character to continue to satisfy the continuous click state.
Optionally, the response module includes:
The first response unit is used for responding to the condition that the target virtual character meets the continuous click state, and determining candidate hostile virtual characters with the distance meeting the preset distance requirement from the current position of the target virtual character in the game scene according to the current position of the target virtual character;
and the first determining unit is used for determining the target hostile virtual roles in the candidate hostile virtual roles according to the click difficulty level of each candidate hostile virtual role.
Optionally, the first response unit includes:
The first response subunit is used for responding to the condition that the target virtual character meets the continuous hit state and determining the current position and the attack range of the target virtual character;
and the first determination subunit is used for determining candidate hostile virtual roles in the attack range of the target virtual role according to the current position of the target virtual role.
Optionally, the response module includes:
The second response unit is used for responding to the continuous killing states of the target virtual characters and determining the easy degree of killing of each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene;
And the second determining unit is used for determining the hostile virtual character with the difficulty degree meeting the preset requirement of killing as a target hostile virtual character.
Optionally, the response module includes:
The third response unit is used for responding to the continuous killing states of the target virtual characters and determining the time spent by the killing of each hostile virtual character according to the difficulty degree of the killing of each hostile virtual character in the game scene;
and the third determining unit is used for determining the hostile virtual character with the time consumption meeting the preset time consumption requirement as a target hostile virtual character.
Optionally, the display module includes:
and the first display unit is used for displaying a connecting line between the target virtual character and the target hostile virtual character in the graphical user interface.
Optionally, the first display unit includes:
a second determining subunit, configured to determine an attack route between the target virtual character and the target hostile virtual character according to the position of the target virtual character and the position of the target hostile virtual character;
And the display subunit is used for displaying the attack route in the graphical user interface.
Optionally, the display module includes:
A second display unit for displaying the remaining time of the target virtual character continuously satisfying the continuous click state at an edge position of the graphical user interface, or,
A third display unit for displaying a remaining time for which the target virtual character continues to satisfy the successive click state in the vicinity of the target virtual character, or,
A fourth display unit for displaying a remaining time for the target virtual character to continue to satisfy the successive click state in the vicinity of the target hostile virtual character, or,
And a fifth display unit for displaying a remaining time for the target virtual character to continue to satisfy the continuous click state in the vicinity of a line connecting the target virtual character and the target hostile virtual character.
Optionally, the response module includes:
A fourth response unit configured to re-determine a ease of killing of each hostile virtual character in response to the target virtual character and the position update of each hostile virtual character;
And a fourth determination unit configured to determine a target hostile virtual character among the hostile virtual characters according to a difficulty level of killing of each hostile virtual character.
Optionally, the attribute information includes any one or more of the following information:
Current blood volume, recovery information, movement speed, defense information;
the status information includes any one or more of the following:
A direction of relative movement between the hostile virtual character and the target virtual character, a relative movement speed between the hostile virtual character and the target virtual character the distance between the hostile virtual character and the target virtual character and the attack state of the hostile virtual character.
Corresponding to the method for displaying information in a game in fig. 1, the embodiment of the present application further provides a computer device 1000, as shown in fig. 10, where the device includes a memory 1001, a processor 1002, and a computer program stored in the memory 1001 and executable on the processor 1002, where the processor 1002 implements the method for displaying information in a game when executing the computer program.
Specifically, the above memory 1001 and the processor 1002 can be general-purpose memories and processors, which are not particularly limited herein, and when the processor 1002 runs the computer program stored in the memory 1001, the above method for displaying information in a game can be executed, which solves the problem of how to improve the accuracy of determining the target hostile virtual character that can be killed in the prior art.
Corresponding to the method for displaying information in a game in fig. 1, an embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon, which when executed by a processor performs the steps of the method for displaying information in a game described above.
The method comprises the steps of determining that the difficulty of killing is met by a target hostile virtual character meeting preset killing requirements in a graphical user interface, highlighting the target hostile virtual character, displaying the residual time of the target hostile virtual character capable of continuously meeting the continuous killing state, prompting a target player to hit the target hostile virtual character as soon as possible in the residual time by highlighting the target hostile virtual character and displaying the residual time, further enabling the target player to continuously meet the continuous killing state, determining that the next target hostile virtual character to be killed does not need to be killed according to experience of the target player, determining that the difficulty of killing is met by the target hostile virtual character corresponding to the hostile virtual character in a graphical user interface, and enabling the target hostile virtual character to be killed in a continuous mode to be more accurate according to the continuous killing experience of the target hostile virtual character.
In the embodiments provided in the present application, it should be understood that the disclosed method and apparatus may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments provided in the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. The storage medium includes a U disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, an optical disk, or other various media capable of storing program codes.
It should be noted that like reference numerals and letters refer to like items in the following figures, and thus, once an item is defined in one figure, no further definition or explanation of that in the following figures is necessary, and furthermore, the terms "first," "second," "third," etc. are used merely to distinguish between descriptions and are not to be construed as indicating or implying relative importance.
It should be noted that the foregoing embodiments are merely illustrative embodiments of the present application, and not restrictive, and the scope of the application is not limited to the embodiments, and although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those skilled in the art that any modification, variation or substitution of some of the technical features of the embodiments may be made within the technical scope of the present application disclosed in the present application, and the spirit, the scope and the scope of the technical aspects of the embodiments do not deviate from the spirit and scope of the technical aspects of the embodiments. Are intended to be encompassed within the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (12)

1.一种游戏中信息的显示方法,其特征在于,所述游戏包含游戏场景、位于所述游戏场景的目标虚拟角色和敌对虚拟角色,通过终端设备提供一图形用户界面,所述图形用户界面至少部分地显示所述游戏场景;包括:1. A method for displaying information in a game, characterized in that the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, and the graphical user interface at least partially displays the game scene; comprising: 响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的击杀难易程度,在所述敌对虚拟角色中确定目标敌对虚拟角色;In response to the target virtual character satisfying a continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene; 将所述目标敌对虚拟角色进行突出显示,以及在所述图形用户界面中显示所述目标虚拟角色继续满足连续击杀状态的剩余时间;Highlighting the target hostile virtual character, and displaying in the graphical user interface the remaining time for the target virtual character to continue to meet the continuous killing state; 响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的击杀难易程度,在所述敌对虚拟角色中确定目标敌对虚拟角色,包括:In response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene, including: 响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的状态信息、属性信息,确定每个敌对虚拟角色的击杀难易程度;In response to the target virtual character satisfying the continuous killing state, determining the difficulty of killing each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene; 将所述击杀难易程度符合预设击杀要求的敌对虚拟角色,确定为目标敌对虚拟角色。The hostile virtual character whose killing difficulty meets the preset killing requirement is determined as the target hostile virtual character. 2.根据权利要求1所述的显示方法,其特征在于,响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的击杀难易程度,在所述敌对虚拟角色中确定目标敌对虚拟角色,包括:2. The display method according to claim 1, characterized in that, in response to the target virtual character satisfying the continuous killing state, determining the target hostile virtual character among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene, comprises: 响应所述目标虚角色满足连续击杀状态,根据所述目标虚拟角色的当前位置,在所述游戏场景中确定与所述目标虚拟角色的当前位置的距离符合预设距离要求的候选敌对虚拟角色;In response to the target virtual character satisfying a continuous killing state, determining, in the game scene, according to the current position of the target virtual character, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement; 根据每个候选敌对虚拟角色的击杀难易程度,在所述候选敌对虚拟角色中确定目标敌对虚拟角色。According to the difficulty level of killing each candidate hostile virtual character, a target hostile virtual character is determined from among the candidate hostile virtual characters. 3.根据权利要求2所述的显示方法,其特征在于,响应所述目标虚角色满足连续击杀状态,根据所述目标虚拟角色的当前位置,在所述游戏场景中确定与所述目标虚拟角色的当前位置的距离符合预设距离要求的候选敌对虚拟角色,包括:3. The display method according to claim 2, characterized in that, in response to the target virtual character satisfying the continuous killing state, determining, in the game scene, a candidate hostile virtual character whose distance from the current position of the target virtual character meets a preset distance requirement according to the current position of the target virtual character, comprises: 响应所述目标虚角色满足连续击杀状态,确定所述目标虚拟角色的当前位置和攻击范围;In response to the target virtual character satisfying a continuous killing state, determining a current position and an attack range of the target virtual character; 根据所述目标虚拟角色的当前位置,确定位于所述目标虚拟角色的攻击范围内的候选敌对虚拟角色。According to the current position of the target virtual character, a candidate hostile virtual character located within the attack range of the target virtual character is determined. 4.根据权利要求1所述的显示方法,其特征在于,响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的击杀难易程度,在所述敌对虚拟角色中确定目标敌对虚拟角色,包括:4. The display method according to claim 1, characterized in that, in response to the target virtual character satisfying the continuous killing state, determining the target hostile virtual character among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene, comprises: 响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的击杀难易程度,确定每个敌对虚拟角色被击杀的击杀耗时;In response to the target virtual character satisfying a continuous killing state, determining a killing time for each hostile virtual character to be killed according to a killing difficulty of each hostile virtual character in the game scene; 将所述击杀耗时符合预设耗时要求的敌对虚拟角色确定为目标敌对虚拟角色。The hostile virtual character whose killing time meets the preset time requirement is determined as the target hostile virtual character. 5.根据权利要求1所述的显示方法,其特征在于,将所述目标敌对虚拟角色进行突出显示,包括:5. The display method according to claim 1, characterized in that highlighting the target hostile virtual character comprises: 在所述图形用户界面中将所述目标虚拟角色与所述目标敌对虚拟角色之间的连线进行显示。The connection line between the target virtual character and the target hostile virtual character is displayed in the graphical user interface. 6.根据权利要求5所述的显示方法,其特征在于,在所述图形用户界面中将所述目标虚拟角色与所述目标敌对虚拟角色之间的连线进行显示,包括:6. The display method according to claim 5, characterized in that displaying the connection line between the target virtual character and the target hostile virtual character in the graphical user interface comprises: 根据所述目标虚拟角色的位置与所述目标敌对虚拟角色的位置,确定所述目标虚拟角色与所述目标敌对虚拟角色之间的攻击路线;Determining an attack route between the target virtual character and the target hostile virtual character according to the position of the target virtual character and the position of the target hostile virtual character; 在所述图形用户界面中将所述攻击路线进行显示。The attack route is displayed in the graphical user interface. 7.根据权利要求1所述的显示方法,其特征在于,在所述图形用户界面中显示所述目标虚拟角色继续满足连续击杀状态的剩余时间,包括:7. The display method according to claim 1, characterized in that displaying the remaining time for the target virtual character to continue to meet the continuous killing state in the graphical user interface comprises: 将所述目标虚拟角色继续满足连续击杀状态的剩余时间显示在所述图形用户界面的边缘位置;或,Displaying the remaining time for the target virtual character to continue to meet the continuous killing state at the edge of the graphical user interface; or, 将所述目标虚拟角色继续满足连续击杀状态的剩余时间显示在所述目标虚拟角色附近;或,Displaying the remaining time for the target virtual character to continue to meet the continuous killing state near the target virtual character; or, 将所述目标虚拟角色继续满足连续击杀状态的剩余时间显示在所述目标敌对虚拟角色附近;或,Displaying the remaining time for the target virtual character to continue to meet the continuous killing state near the target hostile virtual character; or, 将所述目标虚拟角色继续满足连续击杀状态的剩余时间显示在所述目标虚拟角色与所述目标敌对虚拟角色之间的连线的附近。The remaining time for the target virtual character to continue to satisfy the continuous killing state is displayed near the connection line between the target virtual character and the target hostile virtual character. 8.根据权利要求1所述的显示方法,其特征在于,响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的击杀难易程度,在所述敌对虚拟角色中确定目标敌对虚拟角色,包括:8. The display method according to claim 1, characterized in that, in response to the target virtual character satisfying the continuous killing state, determining a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene comprises: 响应所述目标虚拟角色和所述每个敌对虚拟角色的位置更新,重新确定每个敌对虚拟角色的击杀难易程度;In response to the position update of the target virtual character and each hostile virtual character, re-determining the difficulty of killing each hostile virtual character; 根据每个敌对虚拟角色的击杀难易程度,在所述敌对虚拟角色中确定目标敌对虚拟角色。According to the difficulty of killing each hostile virtual character, a target hostile virtual character is determined among the hostile virtual characters. 9.根据权利要求1所述的显示方法,其特征在于,所述属性信息包括以下信息中的任意一种或多种:9. The display method according to claim 1, wherein the attribute information includes any one or more of the following information: 当前血量、恢复信息、移动速度、防御信息;Current health, recovery information, movement speed, and defense information; 所述状态信息包括以下信息中的任意一种或多种:The status information includes any one or more of the following information: 敌对虚拟角色与所述目标虚拟角色之间的相对移动方向、敌对虚拟角色与所述目标虚拟角色之间的相对移动速度、敌对虚拟角色与所述目标虚拟角色之间的距离、敌对虚拟角色的攻击状态。The relative moving direction between the hostile virtual character and the target virtual character, the relative moving speed between the hostile virtual character and the target virtual character, the distance between the hostile virtual character and the target virtual character, and the attacking state of the hostile virtual character. 10.一种游戏中信息的显示方法,其特征在于,所述游戏包含游戏场景、位于所述游戏场景的目标虚拟角色和敌对虚拟角色,通过终端设备提供一图形用户界面,所述图形用户界面至少部分地显示所述游戏场景;包括:10. A method for displaying information in a game, characterized in that the game includes a game scene, a target virtual character and an enemy virtual character located in the game scene, and a graphical user interface is provided through a terminal device, and the graphical user interface at least partially displays the game scene; comprising: 响应模块,用于响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的击杀难易程度,在所述敌对虚拟角色中确定目标敌对虚拟角色;A response module, configured to respond to the target virtual character satisfying a continuous killing state, and determine a target hostile virtual character from among the hostile virtual characters according to the difficulty of killing each hostile virtual character in the game scene; 将所述目标敌对虚拟角色进行突出显示,以及在所述图形用户界面中显示所述目标虚拟角色继续满足连续击杀状态的剩余时间;Highlighting the target hostile virtual character, and displaying in the graphical user interface the remaining time for the target virtual character to continue to meet the continuous killing state; 所述响应模块,包括:The response module comprises: 第二响应单元,用于响应所述目标虚角色满足连续击杀状态,根据所述游戏场景中每个敌对虚拟角色的状态信息、属性信息,确定每个敌对虚拟角色的击杀难易程度;A second response unit is used to respond to the target virtual character meeting the continuous killing state, and determine the difficulty of killing each hostile virtual character according to the state information and attribute information of each hostile virtual character in the game scene; 第二确定单元,用于将所述击杀难易程度符合预设击杀要求的敌对虚拟角色,确定为目标敌对虚拟角色。The second determining unit is used to determine the hostile virtual character whose killing difficulty meets the preset killing requirement as the target hostile virtual character. 11.一种计算机设备,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,其特征在于,所述处理器执行所述计算机程序时实现上述权利要求1-9中任一项所述的方法的步骤。11. A computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the method according to any one of claims 1 to 9 when executing the computer program. 12.一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,其特征在于,所述计算机程序被处理器运行时执行上述权利要求1-9中任一项所述的方法的步骤。12. A computer-readable storage medium having a computer program stored thereon, wherein the computer program executes the steps of any one of the methods of claims 1 to 9 when executed by a processor.
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