技术领域Technical Field
本申请涉及计算机技术领域,尤其涉及电子游戏领域,具体涉及一种游戏中信息提示方法、装置、存储介质及计算机设备。The present application relates to the field of computer technology, in particular to the field of electronic games, and specifically to a method, device, storage medium and computer equipment for prompting information in a game.
背景技术Background Art
第一人称射击((First-Person Shooting,FPS)游戏是以主视角进行的射击游戏,玩家从显示设备模拟出主角的视点中观察存在的物体并进行射击、运动、跳跃、对话,等等。与大多数射击类游戏类似,FPS游戏包含游戏主角、多种可供选择的枪械武器和数量不固定的敌方。FPS游戏的玩法主要包括团竞模式和爆破模式,其中,在团竞模式中,玩家在规定的时间内分成两队进行对战,消灭敌方人数最多的一方获胜。First-Person Shooting (FPS) games are shooting games played from the main perspective. Players observe objects from the perspective of the protagonist simulated by the display device and perform shooting, movement, jumping, conversation, etc. Similar to most shooting games, FPS games include the protagonist, a variety of firearms to choose from, and an unfixed number of enemies. The gameplay of FPS games mainly includes team competition mode and blasting mode. In the team competition mode, players are divided into two teams to fight within a specified time, and the team that eliminates the most enemies wins.
由于FPS游戏中涉及的敌方和友方人数较多,因此,在FPS游戏中各种信息的提示就显得十分必要,例如,敌方接近我方时,出现脚步声;又如,击中敌方时,给出相应的音效信息,等等。Since there are a large number of enemies and friends involved in FPS games, various information prompts are very necessary in FPS games. For example, when the enemy approaches us, footsteps appear; when hitting the enemy, corresponding sound effect information is given, and so on.
然而,现有的FPS游戏,尽管给出了FPS游戏中的提示信息,然而,却将所有脚步声设置为一样;另一方面,在打击敌方后,并没有反馈一个较为详尽的结果,即只要是击中了敌方,反馈的音效是一样的。以上,给视力障碍的玩家带来不便。However, existing FPS games, although providing prompt information in FPS games, set all footsteps to be the same; on the other hand, after hitting the enemy, no detailed result is fed back, that is, as long as the enemy is hit, the feedback sound effect is the same. The above brings inconvenience to players with visual impairments.
发明内容Summary of the invention
本申请实施例提供一种游戏中信息提示方法、装置、存储介质及计算机设备,可以根据不同的游戏状态,向玩家提供不同的提示信息。The embodiments of the present application provide a method, device, storage medium and computer equipment for providing information prompts in a game, which can provide different prompt information to players according to different game states.
本申请实施例提供了一种游戏中信息提示方法,包括:The present application embodiment provides a method for providing information prompts in a game, including:
当第一虚拟角色向玩家控制的第二虚拟角色移动时,根据所述第一虚拟角色的身份和状态,向所述玩家操控的终端输出与所述第一虚拟角色的身份和状态相应的第一音效;When the first virtual character moves toward the second virtual character controlled by the player, according to the identity and status of the first virtual character, a first sound effect corresponding to the identity and status of the first virtual character is output to the terminal controlled by the player;
若所述第一虚拟角色的身份为敌方虚拟角色,则在所述第二虚拟角色向所述敌方虚拟角色发出攻击后,根据所述攻击的结果向所述玩家操控的终端输出与所述攻击的结果相应的第二音效。If the first virtual character is an enemy virtual character, after the second virtual character attacks the enemy virtual character, a second sound effect corresponding to the result of the attack is output to the terminal controlled by the player according to the result of the attack.
可选的,所述根据所述第一虚拟角色的身份和状态,向所述玩家操控的终端输出与所述第一虚拟角色的身份和状态相应的第一音效,包括:若所述第一虚拟角色的身份为敌方虚拟角色,则向所述玩家操控的终端输出第三音效;根据所述敌方虚拟角色的移动速度和/或与所述第二虚拟角色的距离信息,向所述玩家操控的终端输出第四音效。Optionally, based on the identity and status of the first virtual character, a first sound effect corresponding to the identity and status of the first virtual character is output to the terminal controlled by the player, including: if the identity of the first virtual character is an enemy virtual character, a third sound effect is output to the terminal controlled by the player; based on the movement speed of the enemy virtual character and/or the distance information with the second virtual character, a fourth sound effect is output to the terminal controlled by the player.
可选的,所述根据所述敌方虚拟角色的移动速度和/或与所述第二虚拟角色的距离信息,向所述玩家操控的终端输出第四音效,包括:根据所述敌方虚拟角色的移动速度和/或与所述第二虚拟角色的距离信息,确定所述敌方虚拟角色在游戏场景中的当前位置;获取与所述敌方虚拟角色在游戏场景中当前位置对应的音效类型和声源距离;根据所述声源距离获取所述当前位置上的声源方位;根据所述音效类型、所述声源距离和所述声源方位,输出与所述当前位置对应的目标音效。Optionally, outputting a fourth sound effect to the terminal controlled by the player based on the movement speed of the enemy virtual character and/or the distance information from the second virtual character includes: determining the current position of the enemy virtual character in the game scene based on the movement speed of the enemy virtual character and/or the distance information from the second virtual character; obtaining the sound effect type and sound source distance corresponding to the current position of the enemy virtual character in the game scene; obtaining the sound source orientation at the current position based on the sound source distance; and outputting a target sound effect corresponding to the current position based on the sound effect type, the sound source distance and the sound source orientation.
可选的,所述根据所述第一虚拟角色的身份和状态,向所述玩家操控的终端输出与所述第一虚拟角色的身份和状态相应的第一音效,包括:若所述第一虚拟角色的身份为敌方虚拟角色,则向所述玩家操控的终端输出第三音效;根据所述敌方虚拟角色在向所述第二虚拟角色移动时所处游戏场景,向所述玩家操控的终端输出第五音效。Optionally, based on the identity and status of the first virtual character, a first sound effect corresponding to the identity and status of the first virtual character is output to the terminal controlled by the player, including: if the identity of the first virtual character is an enemy virtual character, a third sound effect is output to the terminal controlled by the player; based on the game scene in which the enemy virtual character is located when moving towards the second virtual character, a fifth sound effect is output to the terminal controlled by the player.
可选的,所述根据所述敌方虚拟角色在向所述第二虚拟角色移动时所处游戏场景,向所述玩家操控的终端输出第五音效,包括:获取所述敌方虚拟角色移动时所处第一游戏场景的类型、第二游戏场景的类型和场景经历时长,所述场景经历时长为从所述第一游戏场景移动至所述第二游戏场景时耗费的时间;确定所述第一游戏场景类型对应的第一音效参数和所述第二游戏场景类型对应的第二音效参数;根据所述第一音效参数和第二音效参数确定中间音效参数;根据所述中间音效参数和所述第二音效参数,向所述玩家操控的终端输出所述第五音效。Optionally, the outputting a fifth sound effect to the terminal controlled by the player according to the game scene in which the enemy virtual character is located when moving towards the second virtual character includes: obtaining the type of the first game scene, the type of the second game scene and the scene experience duration in which the enemy virtual character is located when moving, the scene experience duration being the time spent moving from the first game scene to the second game scene; determining a first sound effect parameter corresponding to the first game scene type and a second sound effect parameter corresponding to the second game scene type; determining an intermediate sound effect parameter according to the first sound effect parameter and the second sound effect parameter; and outputting the fifth sound effect to the terminal controlled by the player according to the intermediate sound effect parameter and the second sound effect parameter.
可选的,所述在所述第二虚拟角色向所述敌方虚拟角色发出攻击后,根据所述攻击的结果向所述玩家操控的终端输出与所述攻击的结果相应的第二音效,包括:计算所述敌方虚拟角色被攻击后所述敌方虚拟角色的损伤值;根据所述损伤值的大小,向所述玩家操控的终端输出与所述损伤值的大小相应的音效。Optionally, after the second virtual character attacks the enemy virtual character, a second sound effect corresponding to the result of the attack is output to the terminal controlled by the player according to the result of the attack, including: calculating the damage value of the enemy virtual character after the enemy virtual character is attacked; and according to the size of the damage value, outputting a sound effect corresponding to the size of the damage value to the terminal controlled by the player.
可选的,所述方法还包括:响应针对所述第二虚拟角色的转身控制操作,控制所述第二虚拟角色转身,并通过所述第二虚拟角色对应的终端输出转身角度的提示信息。Optionally, the method further includes: responding to a turning control operation on the second virtual character, controlling the second virtual character to turn, and outputting prompt information of the turning angle through a terminal corresponding to the second virtual character.
可选的,所述通过所述第二虚拟角色对应的终端输出转身角度的提示信息,包括:当所述第二虚拟角色转身时,响应于针对在当前游戏场景中呈现的角度记录控件的触发操作,确定以所述第二虚拟角色为中心的检视区域;当存在至少一个所述敌方虚拟角色处于所述检视区域中时,输出所述至少一个敌方虚拟角色相对于所述第二虚拟角色的方位提示信息。Optionally, the outputting of turning angle prompt information through the terminal corresponding to the second virtual character includes: when the second virtual character turns around, in response to a triggering operation of an angle recording control presented in the current game scene, determining a viewing area centered on the second virtual character; and when there is at least one enemy virtual character in the viewing area, outputting orientation prompt information of the at least one enemy virtual character relative to the second virtual character.
可选的,所述响应于针对在当前游戏场景中呈现的角度记录控件的触发操作,确定以所述第二虚拟角色为中心的检视区域,包括:响应于针对所述角度记录控件的触发操作,获取所述第二虚拟角色所处当前游戏场景中的位置以及所述第二虚拟角色对应的目标检视距离;以所述第二虚拟角色所处的位置为中心、以目标检视距离为半径,确定以所述第二虚拟角色为中心的检视区域;所述输出所述至少一个敌方虚拟角色相对于所述第二虚拟角色的方位提示信息,包括:确定所述第二虚拟角色在当前游戏场景中的视角朝向;以所述第二虚拟角色的视角朝向为参考,输出至少一个敌方虚拟角色相对于所述第二虚拟角色的方位提示信息,所述方位提示信息用于指示至少一个所述第二虚拟角色相对于所述第一虚拟角色的方向。Optionally, the determining a viewing area centered on the second virtual character in response to a trigger operation on an angle recording control presented in a current game scene comprises: obtaining a position of the second virtual character in the current game scene and a target viewing distance corresponding to the second virtual character in response to a trigger operation on the angle recording control; determining a viewing area centered on the second virtual character with the position of the second virtual character as the center and the target viewing distance as a radius; and outputting orientation prompt information of the at least one enemy virtual character relative to the second virtual character comprises: determining a viewing angle direction of the second virtual character in the current game scene; and outputting orientation prompt information of the at least one enemy virtual character relative to the second virtual character with reference to the viewing angle direction of the second virtual character, wherein the orientation prompt information is used to indicate a direction of the at least one second virtual character relative to the first virtual character.
本申请实施例还提供一种游戏中信息提示装置,包括:The present application also provides an in-game information prompting device, including:
第一音效输出模块,用于当第一虚拟角色向玩家控制的第二虚拟角色移动时,根据所述第一虚拟角色的身份和状态,向所述玩家操控的终端输出与所述第一虚拟角色的身份和状态相应的第一音效;A first sound effect output module, configured to output a first sound effect corresponding to the identity and state of the first virtual character to a terminal controlled by the player according to the identity and state of the first virtual character when the first virtual character moves toward the second virtual character controlled by the player;
第二音效输出模块,用于若所述第一虚拟角色的身份为敌方虚拟角色,则在所述第二虚拟角色向所述敌方虚拟角色发出攻击后,根据所述攻击的结果向所述玩家操控的终端输出与所述攻击的结果相应的第二音效。The second sound effect output module is used to output a second sound effect corresponding to the result of the attack to the terminal controlled by the player according to the result of the attack after the second virtual character attacks the enemy virtual character if the identity of the first virtual character is an enemy virtual character.
本申请实施例还提供一种计算机可读存储介质,所述计算机可读存储介质存储有计算机程序,所述计算机程序适于处理器进行加载,以执行如上任一实施例所述的游戏中信息提示方法中的步骤。An embodiment of the present application also provides a computer-readable storage medium, which stores a computer program. The computer program is suitable for being loaded by a processor to execute the steps of the in-game information prompt method as described in any of the above embodiments.
本申请实施例还提供一种计算机设备,所述计算机设备包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器通过调用所述存储器中存储的所述计算机程序,执行如上任一实施例所述的游戏中信息提示方法中的步骤。An embodiment of the present application further provides a computer device, comprising a memory and a processor, wherein the memory stores a computer program, and the processor executes the steps of the in-game information prompt method as described in any of the above embodiments by calling the computer program stored in the memory.
从上述本申请实施例提供的技术方案可知,由于能够根据第一虚拟角色的身份和向玩家控制的第二虚拟角色移动时第一虚拟角色的状态以及第二虚拟角色向敌方虚拟角色攻击的结果,分别向玩家控制的终端输出第一音效和第二音效,以使玩家仅仅根据音效即可判断虚拟角色的身份和击杀敌方虚拟角色时反馈的效果,当玩家为视力障碍人士(例如,盲人)而不便观察游戏场景中的信息时,能够极大提升这些玩家对其所操控的虚拟角色的准确度,从而能够提升这些玩家的游戏体验。From the technical solutions provided in the above-mentioned embodiments of the present application, it can be seen that since the first sound effect and the second sound effect can be output to the terminal controlled by the player respectively according to the identity of the first virtual character and the state of the first virtual character when moving towards the second virtual character controlled by the player, and the result of the second virtual character attacking the enemy virtual character, the player can judge the identity of the virtual character and the feedback effect when killing the enemy virtual character only based on the sound effects. When the players are visually impaired people (for example, blind people) and it is inconvenient for them to observe the information in the game scene, the accuracy of these players in controlling the virtual characters can be greatly improved, thereby improving the gaming experience of these players.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
图1为本申请实施例提供的游戏中信息提示装置的系统示意图。FIG1 is a system schematic diagram of an in-game information prompting device provided in an embodiment of the present application.
图2为本申请实施例提供的游戏中信息提示方法的流程示意图。FIG2 is a flow chart of an in-game information prompt method provided in an embodiment of the present application.
图3为本申请实施例提供的根据敌方虚拟角色的移动速度和/或与第二虚拟角色的距离信息,向玩家操控的终端输出第四音效的流程示意图。3 is a flow chart of outputting a fourth sound effect to a terminal controlled by a player according to the moving speed of the enemy virtual character and/or the distance information from the second virtual character, provided in an embodiment of the present application.
图4为本申请实施例提供的根据敌方虚拟角色在向第二虚拟角色移动时所处游戏场景,向玩家操控终端输出第五音效的流程示意图。4 is a flow chart of outputting a fifth sound effect to a player's control terminal according to a game scene in which an enemy virtual character is located when moving toward a second virtual character, according to an embodiment of the present application.
图5为本申请实施例提供的游戏中信息提示装置的结构示意图。FIG. 5 is a schematic diagram of the structure of an information prompt device in a game provided in an embodiment of the present application.
图6为本申请实施例提供的计算机设备的结构示意图。FIG6 is a schematic diagram of the structure of a computer device provided in an embodiment of the present application.
具体实施方式DETAILED DESCRIPTION
下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
本申请实施例提供一种游戏中信息提示方法、装置、存储介质及计算机设备。具体地,本申请实施例的游戏中信息提示方法可以由计算机设备执行,其中,该计算机设备可以为终端或者服务器等设备。该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(PC,Personal Computer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备,终端还可以包括客户端,该客户端可以是游戏应用客户端、携带有游戏程序的浏览器客户端或即时通信客户端等。服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN、以及大数据和人工智能平台等基础云计算服务的云服务器。The embodiment of the present application provides a method, device, storage medium and computer equipment for information prompting in a game. Specifically, the method for information prompting in the game of the embodiment of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
例如,当该游戏中信息提示方法运行于终端时,终端设备存储有游戏应用程序并用于呈现游戏画面中的虚拟场景。终端设备用于通过图形用户界面与用户进行交互,例如通过终端设备下载安装游戏应用程序并运行。该终端设备将图形用户界面提供给用户的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影呈现图形用户界面。例如,终端设备可以包括触控显示屏和处理器,该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面、响应操作指令以及控制图形用户界面在触控显示屏上的显示。For example, when the information prompt method in the game is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, by downloading and installing a game application through the terminal device and running it. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to operation instructions, and control the display of the graphical user interface on the touch display screen.
例如,当该游戏中信息提示方法运行于服务器时,可以为云游戏。云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏应用程序的运行主体和游戏画面呈现主体是分离的,游戏中信息提示方法的储存与运行是在云游戏服务器上完成的。而游戏画面呈现是在云游戏的客户端完成的,云游戏客户端主要用于游戏数据的接收、发送以及游戏画面的呈现,例如,云游戏客户端可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑、个人数字助理等,但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,用户操作云游戏客户端向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏画面。For example, when the information prompt method in the game runs on the server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the information prompt method in the game are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
请参阅图1,图1为本申请实施例提供的游戏中信息提示装置的系统示意图。该系统可以包括至少一个终端1000,至少一个服务器2000,至少一个数据库3000,以及网络4000。用户持有的终端1000可以通过网络4000连接到不同游戏的服务器。终端1000是具有计算硬件的任何设备,该计算硬件能够支持和执行与游戏对应的软件产品。另外,终端1000具有用于感测和获得用户通过在一个或者多个触控显示屏的多个点执行的触摸或者滑动操作的输入的一个或者多个多触敏屏幕。另外,当系统包括多个终端1000、多个服务器2000、多个网络4000时,不同的终端1000可以通过不同的网络4000、通过不同的服务器2000相互连接。网络4000可以是无线网络或者有线网络,比如无线网络为无线局域网(WLAN)、局域网(LAN)、蜂窝网络、2G网络、3G网络、4G网络、5G网络等。另外,不同的终端1000之间也可以使用自身的蓝牙网络或者热点网络连接到其他终端或者连接到服务器等。例如,多个用户可以通过不同的终端1000在线从而通过适当网络连接并且相互同步,以支持多玩家游戏。另外,该系统可以包括多个数据库3000,多个数据库3000耦合到不同的服务器2000,并且可以将与游戏环境有关的信息在不同用户在线进行多玩家游戏时连续地存储于数据库3000中。Please refer to Figure 1, which is a system schematic diagram of an information prompt device in a game provided by an embodiment of the present application. The system may include at least one terminal 1000, at least one server 2000, at least one database 3000, and a network 4000. The terminal 1000 held by the user can be connected to the server of different games through the network 4000. The terminal 1000 is any device with computing hardware that can support and execute software products corresponding to the game. In addition, the terminal 1000 has one or more multi-touch screens for sensing and obtaining the input of the user through the touch or sliding operation performed at multiple points of one or more touch-controlled display screens. In addition, when the system includes multiple terminals 1000, multiple servers 2000, and multiple networks 4000, different terminals 1000 can be connected to each other through different networks 4000 and different servers 2000. The network 4000 can be a wireless network or a wired network, such as a wireless network for a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals 1000 can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals 1000 and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases 3000, which are coupled to different servers 2000, and information related to the game environment can be continuously stored in the databases 3000 when different users are online playing multi-player games.
本申请实施例提供了一种游戏中信息提示方法,该方法可以由终端或服务器执行。本申请实施例以游戏中信息提示方法由终端执行为例来进行说明。其中,该终端包括触控显示屏和处理器,该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令。用户通过触控显示屏对图形用户界面进行操作时,该图形用户界面可以通过响应于接收到的操作指令控制终端本地的内容,也可以通过响应于接收到的操作指令控制对端服务器的内容。例如,用户作用于图形用户界面产生的操作指令包括用于启动游戏应用程序的指令,处理器被配置为在接收到用户提供的启动游戏应用程序的指令之后启动游戏应用程序。此外,处理器被配置为在触控显示屏上渲染和绘制与游戏相关联的图形用户界面。触控显示屏是能够感测屏幕上的多个点同时执行的触摸或者滑动操作的多触敏屏幕。用户在使用手指在图形用户界面上执行触控操作,图形用户界面在检测到触控操作时,控制游戏的图形用户界面中的不同虚拟对象执行与触控操作对应的动作。例如,该游戏可以为休闲游戏、动作游戏、角色扮演游戏、策略游戏、体育游戏、益智游戏等游戏中的任一种。其中,游戏可以包括在图形用户界面上绘制的游戏的虚拟场景。此外,游戏的虚拟场景中可以包括由用户(或玩家)控制的一个或多个虚拟对象,诸如虚拟角色。另外,游戏的虚拟场景中还可以包括一个或多个障碍物,诸如栏杆、沟壑、墙壁等,以限制虚拟对象的移动,例如将一个或多个对象的移动限制到虚拟场景内的特定区域。可选地,游戏的虚拟场景还包括一个或多个元素,诸如技能、分值、角色健康状态、能量等,以向玩家提供帮助、提供虚拟服务、增加与玩家表现相关的分值等。此外,图形用户界面还可以呈现一个或多个指示器,以向玩家提供指示信息。例如,游戏可以包括玩家控制的虚拟对象和一个或多个其他虚拟对象(诸如敌人角色)。在一个实施例中,一个或多个其他虚拟对象由游戏的其他玩家控制。例如,一个或多个其他虚拟对象可以由计算机控制,诸如使用人工智能(AI)算法的机器人,实现人机对战模式。例如,虚拟对象拥有游戏玩家用来实现目标的各种技能或能力。例如虚拟对象拥有可用于从游戏中消除其他对象的一种或多种武器、道具、工具等。这样的技能或能力可由游戏的玩家使用与终端的触控显示屏的多个预设触控操作之一来激活。处理器可以被配置为响应于用户的触控操作产生的操作指令来呈现对应的游戏画面。The embodiment of the present application provides an information prompt method in a game, which can be executed by a terminal or a server. The embodiment of the present application takes the execution of the information prompt method in the game by the terminal as an example for explanation. Among them, the terminal includes a touch display screen and a processor, and the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instruction, and can also control the content of the opposite server by responding to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface includes an instruction for starting a game application, and the processor is configured to start the game application after receiving the instruction to start the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user performs a touch operation on the graphical user interface using a finger, and when the graphical user interface detects the touch operation, different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation. For example, the game can be any of the games such as casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc. Among them, the game can include a virtual scene of the game drawn on a graphical user interface. In addition, the virtual scene of the game can include one or more virtual objects controlled by a user (or player), such as a virtual character. In addition, the virtual scene of the game can also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide help to players, provide virtual services, increase scores related to player performance, etc. In addition, the graphical user interface can also present one or more indicators to provide indication information to the player. For example, the game can include a virtual object controlled by a player and one or more other virtual objects (such as an enemy character). In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects can be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to achieve a man-machine battle mode. For example, a virtual object has various skills or abilities that game players use to achieve their goals. For example, a virtual object has one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by a game player using one of a plurality of preset touch operations with the touch display screen of the terminal. The processor can be configured to present a corresponding game screen in response to an operation instruction generated by the user's touch operation.
请参阅图2,为本申请实施例提供的游戏中信息提示方法的流程示意图,主要包括步骤S201和步骤S202,详细说明如下:Please refer to FIG. 2 , which is a flowchart of the method for prompting information in a game provided by an embodiment of the present application, mainly including step S201 and step S202, which are described in detail as follows:
步骤S201,当第一虚拟角色向玩家控制的第二虚拟角色移动时,根据第一虚拟角色的身份和状态,向玩家操控的终端输出与第一虚拟角色的身份和状态相应的第一音效。Step S201, when a first virtual character moves toward a second virtual character controlled by a player, a first sound effect corresponding to the identity and state of the first virtual character is output to a terminal controlled by the player according to the identity and state of the first virtual character.
在本申请实施例中,第一虚拟角色可能是敌方虚拟角色即玩家的敌方阵营中虚拟角色,亦可能是友方虚拟角色即玩家的友方或己方阵营中虚拟角色。由于两种虚拟角色会对玩家控制的第二虚拟角色带来截然不同的影响,因此,当第一虚拟角色向玩家控制的第二虚拟角色移动时,有必要根据第一虚拟角色的身份和状态,向玩家输出与第一虚拟角色的身份和状态相应的第一音效。具体地,作为本申请一个实施例,根据第一虚拟角色的身份和状态,向玩家输出与第一虚拟角色的身份和状态相应的第一音效可以是:若第一虚拟角色的身份为敌方虚拟角色,则向玩家输出第三音效,根据敌方虚拟角色的移动速度和/或与第二虚拟角色的距离信息,向玩家操控的终端输出第四音效。此处,向玩家操控的终端输出的第三音效应该不同于第一虚拟角色的身份为友方虚拟角色时输出的音效,例如,若第一虚拟角色的身份为敌方虚拟角色,则向玩家操控的终端输出的第三音效具有音量大和/或尖锐的特点,以示向玩家控制的第二虚拟角色发出警报,若第一虚拟角色的身份为友方虚拟角色,则向玩家输出的音效可能音量小和/或比较平和等。第三音效或者第一虚拟角色的身份为友方虚拟角色时输出的音效都可以事先制作成配置文件,然后,根据第一虚拟角色的身份和状态,从配置文件中读取相应的音效向玩家操控的终端输出。In an embodiment of the present application, the first virtual character may be an enemy virtual character, i.e., a virtual character in the enemy camp of the player, or may be a friendly virtual character, i.e., a virtual character in the friendly or own camp of the player. Since the two virtual characters will have completely different effects on the second virtual character controlled by the player, when the first virtual character moves toward the second virtual character controlled by the player, it is necessary to output the first sound effect corresponding to the identity and status of the first virtual character to the player according to the identity and status of the first virtual character. Specifically, as an embodiment of the present application, according to the identity and status of the first virtual character, the first sound effect corresponding to the identity and status of the first virtual character output to the player can be: if the identity of the first virtual character is an enemy virtual character, a third sound effect is output to the player, and according to the moving speed of the enemy virtual character and/or the distance information with the second virtual character, a fourth sound effect is output to the terminal controlled by the player. Here, the third sound effect output to the terminal controlled by the player should be different from the sound effect output when the identity of the first virtual character is a friendly virtual character. For example, if the identity of the first virtual character is an enemy virtual character, the third sound effect output to the terminal controlled by the player has the characteristics of high volume and/or sharpness, so as to warn the second virtual character controlled by the player. If the identity of the first virtual character is a friendly virtual character, the sound effect output to the player may be low volume and/or relatively peaceful, etc. The third sound effect or the sound effect output when the identity of the first virtual character is a friendly virtual character can be made into a configuration file in advance, and then, according to the identity and status of the first virtual character, the corresponding sound effect is read from the configuration file and output to the terminal controlled by the player.
在本申请一个实施例中,上述根据敌方虚拟角色的移动速度和/或与第二虚拟角色的距离信息,向玩家操控的终端输出第四音效可由附图3示例步骤S301至步骤S304实现,说明如下:In one embodiment of the present application, the output of the fourth sound effect to the terminal controlled by the player according to the moving speed of the enemy virtual character and/or the distance information from the second virtual character can be implemented by steps S301 to S304 shown in FIG. 3, as described below:
步骤S301:根据敌方虚拟角色的移动速度和/或与第二虚拟角色的距离信息,确定敌方虚拟角色在游戏场景中当前位置。Step S301: Determine the current position of the enemy virtual character in the game scene according to the moving speed of the enemy virtual character and/or the distance information between the enemy virtual character and the second virtual character.
在本申请实施例中,游戏场景指的是由3D(或4D、5D)游戏中的环境、建筑、机械、道具等组成的场景。该游戏场景可以为封闭的场景,也可以为开放的场景。敌方虚拟角色在游戏场景中当前位置可以使用两个参考点来确定,一个参考点是敌方虚拟角色在游戏场景中的起始位置,当记录了敌方虚拟角色在游戏场景中的起始位置后,根据敌方虚拟角色的移动速度即可确定敌方虚拟角色在游戏场景中的当前位置;另一个参考点是第二虚拟角色在游戏场景中的位置,当获知第二虚拟角色在游戏场景中的位置后,根据敌方虚拟角色的移动速度与第二虚拟角色的距离信息,即可确定敌方虚拟角色在游戏场景中当前位置。In the embodiment of the present application, the game scene refers to a scene composed of the environment, buildings, machinery, props, etc. in a 3D (or 4D, 5D) game. The game scene can be a closed scene or an open scene. The current position of the enemy virtual character in the game scene can be determined using two reference points. One reference point is the starting position of the enemy virtual character in the game scene. After recording the starting position of the enemy virtual character in the game scene, the current position of the enemy virtual character in the game scene can be determined according to the moving speed of the enemy virtual character; the other reference point is the position of the second virtual character in the game scene. After the position of the second virtual character in the game scene is known, the current position of the enemy virtual character in the game scene can be determined according to the moving speed of the enemy virtual character and the distance information of the second virtual character.
步骤S302:获取与敌方虚拟角色在游戏场景中当前位置对应的音效类型和声源距离。Step S302: Obtain the sound effect type and sound source distance corresponding to the current position of the enemy virtual character in the game scene.
在本申请实施例中,音效类型包括动作类音效和环境类音效,其中,动作类音效可能是法术受击音效、枪械射击音效、物理受击音效、武器掉落音效、材质的碎裂、爆炸音效、人物倒地音效、人物的厮杀叫喊音效和脚步声音效,等等,环境类音效可以风环境音效、水环境音效、树林环境音效、恐怖环境音效、雷雨环境音效、风雪环境音效和白噪音环境音效,等等。这些音效可以在配置文件中配置为与虚拟角色在游戏场景中的位置对应,因此,只要取得敌方虚拟角色在游戏场景中当前位置,即可获取与敌方虚拟角色在游戏场景中当前位置对应的音效类型。In the embodiment of the present application, the sound effect types include action sound effects and environmental sound effects, wherein the action sound effects may be spell hit sound effects, gun shooting sound effects, physical hit sound effects, weapon drop sound effects, material shattering, explosion sound effects, character falling sound effects, character fighting and shouting sound effects and footsteps sound effects, etc., and the environmental sound effects may be wind environmental sound effects, water environmental sound effects, forest environmental sound effects, horror environmental sound effects, thunderstorm environmental sound effects, wind and snow environmental sound effects and white noise environmental sound effects, etc. These sound effects can be configured in the configuration file to correspond to the position of the virtual character in the game scene. Therefore, as long as the current position of the enemy virtual character in the game scene is obtained, the sound effect type corresponding to the current position of the enemy virtual character in the game scene can be obtained.
至于敌方虚拟角色在游戏场景中当前位置对应的声源距离,可以根据预先为游戏场景建立的声场数据(即声音类型、声源距离、方位和环绕状况等信息)获取,具体可以是:在根据预先为游戏场景建立的声场数据中,获取与敌方虚拟角色在游戏场景中当前位置对应的该当前位置至声源位置的距离,将预先设置的声源最大传播距离减去该当前位置至声源位置的距离,得到敌方虚拟角色在游戏场景中当前位置对应的声源距离。As for the sound source distance corresponding to the current position of the enemy virtual character in the game scene, it can be obtained according to the sound field data established in advance for the game scene (i.e., information such as sound type, sound source distance, direction and surround conditions). Specifically, it can be: in the sound field data established in advance for the game scene, obtain the distance from the current position to the sound source position corresponding to the current position of the enemy virtual character in the game scene, subtract the distance from the current position to the sound source position from the preset maximum sound source propagation distance, and obtain the sound source distance corresponding to the current position of the enemy virtual character in the game scene.
步骤S303:根据所生音效的声源距离获取敌方虚拟角色在游戏场景中当前位置上的声源方位。Step S303: Obtain the sound source direction of the enemy virtual character at the current position in the game scene according to the sound source distance of the generated sound effect.
为了描述方便,在本实施例中,将敌方虚拟角色在游戏场景中当前位置简称为敌方虚拟角色当前位置。步骤S303的具体实现过程可以是:根据以敌方虚拟角色当前位置为中心的检视范围边界上的点至声源位置的距离、敌方虚拟角色当前位置至声源位置的距离、检视范围边界上的点至当前位置的距离,在检视范围边界上查找目标方位点;根据查找到的目标方位点与敌方虚拟角色当前位置确定出声源相对于敌方虚拟角色当前位置上的声源方位,其中,检视范围边界上的点至声源位置的距离具体可以先获取检视范围边界上每个点的归一化距离差值,将对应于归一化距离差值最大的边界上的点确定为目标方位点,而根据查找到的目标方位点与敌方虚拟角色当前位置确定出声源相对于敌方虚拟角色当前位置上的声源方位可以是:在以敌方虚拟角色当前位置为中心的检视范围为矩形时,获取连接线与矩形的水平轴之间的夹角作为声源相对于敌方虚拟角色当前位置上的声源方位,其中,连接线为连接目标方位点与敌方虚拟角色当前位置直线。For the convenience of description, in this embodiment, the current position of the enemy virtual character in the game scene is referred to as the current position of the enemy virtual character. The specific implementation process of step S303 may be: according to the distance from the point on the boundary of the viewing range centered on the current position of the enemy virtual character to the sound source position, the distance from the current position of the enemy virtual character to the sound source position, and the distance from the point on the boundary of the viewing range to the current position, search for the target orientation point on the boundary of the viewing range; determine the sound source orientation of the sound source relative to the current position of the enemy virtual character according to the found target orientation point and the current position of the enemy virtual character, wherein the distance from the point on the boundary of the viewing range to the sound source position may be obtained by first obtaining the normalized distance difference of each point on the boundary of the viewing range, and determining the point on the boundary corresponding to the maximum normalized distance difference as the target orientation point, and determining the sound source orientation of the sound source relative to the current position of the enemy virtual character according to the found target orientation point and the current position of the enemy virtual character may be: when the viewing range centered on the current position of the enemy virtual character is a rectangle, obtain the angle between the connecting line and the horizontal axis of the rectangle as the sound source orientation of the sound source relative to the current position of the enemy virtual character, wherein the connecting line is a straight line connecting the target orientation point and the current position of the enemy virtual character.
步骤S304:根据与敌方虚拟角色在游戏场景中当前位置对应的音效类型、敌方虚拟角色在游戏场景中当前位置对应的声源距离和敌方虚拟角色在游戏场景中当前位置上的声源方位,输出与敌方虚拟角色在游戏场景中当前位置对应的目标音效。Step S304: Output the target sound effect corresponding to the current position of the enemy virtual character in the game scene based on the sound effect type corresponding to the current position of the enemy virtual character in the game scene, the sound source distance corresponding to the current position of the enemy virtual character in the game scene, and the sound source direction at the current position of the enemy virtual character in the game scene.
如前所述,声场数据包括声音的环绕状况等信息。可以根据以敌方虚拟角色当前位置为中心的检视范围边界上的点至声源位置的距离、以及检视范围边界上的点的总数,确定声源所发声音的环绕参数,根据与敌方虚拟角色在游戏场景中当前位置对应的音效类型、敌方虚拟角色在游戏场景中当前位置对应的声源距离、敌方虚拟角色在游戏场景中当前位置上的声源方位以及声源所发声音的环绕参数,输出与敌方虚拟角色在游戏场景中当前位置对应的目标音效。As mentioned above, the sound field data includes information such as the surround status of the sound. The surround parameters of the sound emitted by the sound source can be determined based on the distance from the point on the inspection range boundary centered on the current position of the enemy virtual character to the sound source position and the total number of points on the inspection range boundary, and the target sound effect corresponding to the current position of the enemy virtual character in the game scene is output based on the sound effect type corresponding to the current position of the enemy virtual character in the game scene, the sound source distance corresponding to the current position of the enemy virtual character in the game scene, the sound source direction at the current position of the enemy virtual character in the game scene, and the surround parameters of the sound emitted by the sound source.
附图3的实施例中,根据音效类型、声源距离和声源方位,输出与敌方虚拟角色在游戏场景中当前位置对应的目标音效,能够实现虚拟角色在不同位置获取该位置对应声场数据,可以解决对声场数据配置效率低的技术问题。In the embodiment of FIG. 3 , the target sound effect corresponding to the current position of the enemy virtual character in the game scene is output according to the sound effect type, sound source distance and sound source orientation, so that the virtual character can obtain the sound field data corresponding to the position at different positions, and the technical problem of low efficiency in configuring the sound field data can be solved.
作为本申请另一实施例,根据第一虚拟角色的身份和状态,向玩家操控的终端输出与第一虚拟角色的身份和状态相应的第一音效可以是:若第一虚拟角色的身份为敌方虚拟角色,则向玩家操控的终端输出第三音效,根据敌方虚拟角色在向第二虚拟角色移动时所处游戏场景,向玩家操控的终端输出第五音效。如前述实施例相同,此处向玩家操控的终端输出的第三音效应该不同于第一虚拟角色的身份为友方虚拟角色时输出的音效,第三音效或者第一虚拟角色的身份为友方虚拟角色时输出的音效都可以事先制作成配置文件,然后,根据第一虚拟角色的身份和状态,从配置文件中读取相应的音效向玩家操控的终端输出。As another embodiment of the present application, according to the identity and status of the first virtual character, the first sound effect corresponding to the identity and status of the first virtual character is output to the terminal controlled by the player, which can be: if the identity of the first virtual character is an enemy virtual character, a third sound effect is output to the terminal controlled by the player, and according to the game scene in which the enemy virtual character is located when moving toward the second virtual character, a fifth sound effect is output to the terminal controlled by the player. As in the above embodiment, the third sound effect output to the terminal controlled by the player here should be different from the sound effect output when the identity of the first virtual character is a friendly virtual character, and the third sound effect or the sound effect output when the identity of the first virtual character is a friendly virtual character can be made into a configuration file in advance, and then, according to the identity and status of the first virtual character, the corresponding sound effect is read from the configuration file and output to the terminal controlled by the player.
在本申请一个实施例中,上述根据敌方虚拟角色在向第二虚拟角色移动时所处游戏场景,向玩家操控的终端输出第五音效可由附图4示例步骤S401至步骤S404实现,说明如下:In one embodiment of the present application, the output of the fifth sound effect to the terminal controlled by the player according to the game scene in which the enemy virtual character is located when moving toward the second virtual character can be implemented by steps S401 to S404 illustrated in FIG. 4, as described below:
步骤S401:获取敌方虚拟角色移动时所处第一游戏场景的类型、第二游戏场景的类型和场景经历时长,其中,场景经历时长为从第一游戏场景移动至第二游戏场景时耗费的时间。Step S401: Obtain the type of the first game scene, the type of the second game scene, and the scene duration in which the enemy virtual character moves, wherein the scene duration is the time consumed when moving from the first game scene to the second game scene.
在本申请实施例中,每种游戏场景类型可以由游戏策划师事先制作为配置文件,当虚拟角色每处于一个游戏场景中,则从配置文件读取该游戏场景的类型;配置文件中也配置了虚拟角色从一个游戏场景向另一游戏场景移动的路径。因此,可以从配置文件获取敌方虚拟角色移动时所处第一游戏场景的类型和第二游戏场景的类型。至于场景经历时长,则是虚拟角色从第一游戏场景移动至第二游戏场景时耗费的时间,可以根据虚拟角色从第一游戏场景移动至第二游戏场景的速度和路径计算得到。In an embodiment of the present application, each game scene type can be made into a configuration file in advance by a game planner. When the virtual character is in a game scene, the type of the game scene is read from the configuration file; the path for the virtual character to move from one game scene to another is also configured in the configuration file. Therefore, the type of the first game scene and the type of the second game scene in which the enemy virtual character moves can be obtained from the configuration file. As for the scene experience duration, it is the time it takes for the virtual character to move from the first game scene to the second game scene, which can be calculated based on the speed and path of the virtual character moving from the first game scene to the second game scene.
步骤S402:确定第一游戏场景类型对应的第一音效参数和第二游戏场景类型对应的第二音效参数。Step S402: Determine a first sound effect parameter corresponding to the first game scene type and a second sound effect parameter corresponding to the second game scene type.
具体地,确定第一游戏场景类型对应的第一音效参数或第二游戏场景类型对应的第二音效参数可以是:将场景经历时长的各个场景时刻分别与场景经历时长上的音效参数对应的场景时刻求差,得到各个场景时刻对应的差值;对于每一场景时刻,将该场景时刻对应的差值与场景经历时长相除,得到该场景时刻与场景经历时长之间的时间比例;对于至少两个音频元素的每一音频元素,将场景经历时长的各个场景时刻在对应时间比例下的该音频元素的音频元素值构成该音效参数,此处,音频元素可以是音量和/或音强等。Specifically, determining the first sound effect parameter corresponding to the first game scene type or the second sound effect parameter corresponding to the second game scene type can be: subtracting each scene moment of the scene experience duration from the scene moment corresponding to the sound effect parameter over the scene experience duration to obtain the difference corresponding to each scene moment; for each scene moment, dividing the difference corresponding to the scene moment by the scene experience duration to obtain the time ratio between the scene moment and the scene experience duration; for each audio element of at least two audio elements, the audio element value of the audio element at the corresponding time ratio at each scene moment of the scene experience duration constitutes the sound effect parameter, where the audio element can be volume and/or sound intensity, etc.
步骤S403:根据第一音效参数和第二音效参数确定中间音效参数。Step S403: determining an intermediate sound effect parameter according to the first sound effect parameter and the second sound effect parameter.
在本申请实施例中,可以根据第一音效参数和第二音效参数,采用插值算法确定中间音效参数。In the embodiment of the present application, an interpolation algorithm may be used to determine an intermediate sound effect parameter based on the first sound effect parameter and the second sound effect parameter.
步骤S404:根据中间音效参数和第二音效参数,向玩家操控的终端输出第五音效。Step S404: outputting a fifth sound effect to the terminal controlled by the player according to the intermediate sound effect parameter and the second sound effect parameter.
即随着敌方虚拟角色从第一游戏场景向第二游戏场景移动,向玩家操控的终端输出第一音效参数、中间音效参数和第二音效参数对应的音效,构成第五音效。由于中间音效参数是根据第一音效参数和第二音效参数插值得到,因此,第五音效可包含渐入音效、渐出音效或稳定音效等比较有特色的效果。That is, as the enemy virtual character moves from the first game scene to the second game scene, the sound effects corresponding to the first sound effect parameter, the intermediate sound effect parameter, and the second sound effect parameter are output to the terminal controlled by the player, forming the fifth sound effect. Since the intermediate sound effect parameter is obtained by interpolation based on the first sound effect parameter and the second sound effect parameter, the fifth sound effect may include more distinctive effects such as a gradual-in sound effect, a gradual-out sound effect, or a stable sound effect.
在上述附图4的实施例中,通过第一音效参数和第二音效参数确定中间音效,最终根据中间音效参数和第二音效参数,向玩家操控的终端输出第五音效,使音效的变化更为顺畅、平滑,提升了敌方虚拟角色在向第二虚拟角色移动时输出音效的效果。In the embodiment of FIG. 4 above, an intermediate sound effect is determined by the first sound effect parameter and the second sound effect parameter, and finally a fifth sound effect is output to the terminal controlled by the player based on the intermediate sound effect parameter and the second sound effect parameter, so that the change of the sound effect is smoother and smoother, thereby improving the effect of the sound effect output when the enemy virtual character moves towards the second virtual character.
步骤S202,若第一虚拟角色的身份为敌方虚拟角色,则在玩家控制的第二虚拟角色向该敌方虚拟角色发出攻击后,根据攻击的结果向玩家操控的终端输出与攻击的结果相应的第二音效。Step S202, if the identity of the first virtual character is an enemy virtual character, after the second virtual character controlled by the player attacks the enemy virtual character, a second sound effect corresponding to the result of the attack is output to the terminal controlled by the player according to the result of the attack.
现有FPS类游戏,在玩家控制的虚拟角色击中敌方虚拟角色时是没有反馈的,或者,无论击中的是敌方虚拟角色的哪个部位,反馈的结果都一样,如此,无法给视力障碍的游戏玩家带来良好体验。在本申请实施例中,在玩家控制的第二虚拟角色向敌方虚拟角色发出攻击(例如射杀、砍杀、枪击,等等)后,根据攻击的结果向玩家操控的终端输出与攻击的结果相应的第二音效。具体地,在玩家控制的第二虚拟角色向敌方虚拟角色射击后,根据攻击的结果向玩家操控的终端输出与攻击的结果相应的第二音效可以是:计算敌方虚拟角色被攻击后敌方虚拟角色的损伤值,根据损伤值的大小,向玩家输出与该损伤值的大小相应的音效。在第二虚拟角色向敌方虚拟角色发出的攻击是射杀或枪击这一实施例,上述敌方虚拟角色的损伤值的大小,可以根据射击时子弹的速度和对敌方虚拟角色造成损伤的部位综合计算得到,具体地,获取第二虚拟角色射击时子弹的初速度;根据子弹的初速度以及子弹飞行过程中经历的介质的阻碍参数,计算得到子弹经历该介质之后的末速度;根据子弹的初速度、末速度和敌方虚拟角色的损伤部位计算得到敌方虚拟角色的损伤值。显然,子弹的初速度和/或末速度越大,敌方虚拟角色的损伤部位越要害(例如,敌方虚拟角色的头部或心脏受伤,则属于要害部位受伤,而四肢部位受伤,则相对不是要害部位损伤),敌方虚拟角色的损伤值越大。敌方虚拟角色的损伤值越大,音效会越强烈,例如,音量越大或发出不同寻常的惨叫声,等等。In existing FPS games, there is no feedback when the virtual character controlled by the player hits the enemy virtual character, or the feedback result is the same no matter which part of the enemy virtual character is hit, so it is impossible to provide a good experience for visually impaired gamers. In an embodiment of the present application, after the second virtual character controlled by the player attacks the enemy virtual character (e.g., shooting, hacking, shooting, etc.), a second sound effect corresponding to the result of the attack is output to the terminal controlled by the player according to the result of the attack. Specifically, after the second virtual character controlled by the player shoots the enemy virtual character, the second sound effect corresponding to the result of the attack is output to the terminal controlled by the player according to the result of the attack. It can be: calculate the damage value of the enemy virtual character after the enemy virtual character is attacked, and output a sound effect corresponding to the size of the damage value to the player according to the size of the damage value. In the embodiment where the attack launched by the second virtual character to the enemy virtual character is shooting or gunfire, the size of the damage value of the above-mentioned enemy virtual character can be obtained by comprehensive calculation based on the speed of the bullet during shooting and the position of the damage to the enemy virtual character. Specifically, the initial velocity of the bullet when the second virtual character shoots is obtained; the final velocity of the bullet after the bullet passes through the medium is calculated based on the initial velocity of the bullet and the obstruction parameter of the medium experienced during the flight of the bullet; the damage value of the enemy virtual character is calculated based on the initial velocity, final velocity of the bullet and the damaged position of the enemy virtual character. Obviously, the greater the initial velocity and/or final velocity of the bullet, the more critical the damaged position of the enemy virtual character (for example, if the head or heart of the enemy virtual character is injured, it is an injury to a critical position, while if the limbs are injured, it is relatively not an injury to a critical position), and the greater the damage value of the enemy virtual character. The greater the damage value of the enemy virtual character, the stronger the sound effect will be, for example, the louder the volume or the unusual scream, etc.
在上述本申请实施例中,可能还存在一种情形是玩家觉察到左、右或背后方位存在敌方虚拟角色,此时,玩家需要控制第二虚拟角色进行转身。因此,在本申请实施例中,还包括响应于针对第二虚拟角色的转身控制操作,控制第二虚拟角色转身,并通过第二虚拟角色对应的终端输出转身角度的提示信息。具体而言,上述实施例中的通过第二虚拟角色对应的终端输出转身角度的提示信息可以是:当玩家需要控制的第二虚拟角色转身时,响应于针对在当前游戏场景中呈现的角度记录控件的触发操作,确定以第二虚拟角色为中心的检视区域;当存在至少一个敌方虚拟角色处于检视区域中时,输出至少一个敌方虚拟角色相对于第二虚拟角色的方位提示信息。为了尽可能地方便视力障碍的玩家,上述在当前游戏场景中呈现角度记录控件时,可以在当前游戏场景设定范围内的图像的颜色与角度记录控件的颜色为同类颜色时,调整将角度记录控件的颜色显示为不同的颜色,也可以将角度记录控件进行放大处理。上述响应于针对角度记录控件的触发操作,确定以二虚拟角色为中心的检视区域可以是:响应于针对角度记录控件的触发操作,获取第二虚拟角色所处当前游戏场景中的位置以及第二虚拟角色对应的目标检视距离;以第二虚拟角色所处的位置为中心、以目标检视距离为半径,确定以第二虚拟角色为中心的检视区域。上述输出至少一个敌方虚拟角色相对于第二虚拟角色的方位提示信息可以是:确定第二虚拟角色在当前游戏场景中的视角朝向;以第二虚拟角色的视角朝向为参考,输出至少一个敌方虚拟角色相对于第二虚拟角色的方位提示信息,其中,方位提示信息用于指示至少一个第二虚拟角色相对于第一虚拟角色的方向。In the above-mentioned embodiment of the present application, there may also be a situation that the player perceives that there is an enemy virtual character on the left, right or behind, at which time the player needs to control the second virtual character to turn around. Therefore, in the embodiment of the present application, it also includes responding to the turn control operation for the second virtual character, controlling the second virtual character to turn around, and outputting the prompt information of the turning angle through the terminal corresponding to the second virtual character. Specifically, the prompt information of the turning angle output through the terminal corresponding to the second virtual character in the above-mentioned embodiment can be: when the second virtual character that the player needs to control turns around, in response to the trigger operation of the angle recording control presented in the current game scene, determine the viewing area centered on the second virtual character; when there is at least one enemy virtual character in the viewing area, output the position prompt information of at least one enemy virtual character relative to the second virtual character. In order to facilitate visually impaired players as much as possible, when the angle recording control is presented in the current game scene, when the color of the image within the current game scene setting range is the same color as the color of the angle recording control, adjust the color of the angle recording control to display a different color, or enlarge the angle recording control. The above-mentioned determination of the viewing area centered on the two virtual characters in response to the trigger operation on the angle recording control may be: in response to the trigger operation on the angle recording control, obtaining the position of the second virtual character in the current game scene and the target viewing distance corresponding to the second virtual character; taking the position of the second virtual character as the center and the target viewing distance as the radius, determining the viewing area centered on the second virtual character. The above-mentioned output of the orientation prompt information of at least one enemy virtual character relative to the second virtual character may be: determining the viewing angle direction of the second virtual character in the current game scene; taking the viewing angle direction of the second virtual character as a reference, outputting the orientation prompt information of at least one enemy virtual character relative to the second virtual character, wherein the orientation prompt information is used to indicate the direction of at least one second virtual character relative to the first virtual character.
上述本申请实施例提供的游戏中信息提示方法,由于能够根据第一虚拟角色的身份和向玩家控制的第二虚拟角色移动时第一虚拟角色的状态以及第二虚拟角色向敌方虚拟角色攻击的结果,分别向玩家操控的终端输出第一音效和第二音效,以使玩家仅仅根据音效即可判断虚拟角色的身份和击杀敌方虚拟角色时反馈的效果,当玩家为视力障碍人士(例如,盲人)而不便观察游戏场景中的信息时,能够极大提升这些玩家对其所操控的虚拟角色的准确度,从而能够提升这些玩家的游戏体验。The in-game information prompt method provided in the above-mentioned embodiment of the present application can output the first sound effect and the second sound effect to the terminal controlled by the player according to the identity of the first virtual character and the state of the first virtual character when moving towards the second virtual character controlled by the player, and the result of the second virtual character attacking the enemy virtual character, so that the player can judge the identity of the virtual character and the feedback effect when killing the enemy virtual character only based on the sound effects. When the players are visually impaired people (for example, blind people) and it is inconvenient for them to observe the information in the game scene, the accuracy of these players in controlling the virtual characters can be greatly improved, thereby improving the gaming experience of these players.
为便于更好的实施本申请实施例的游戏中信息提示方法,本申请实施例还提供一种游戏中信息提示装置。请参阅图5,为本申请实施例提供的游戏中信息提示装置的结构示意图。该FPS游戏中信息提示装置可以包括第一音效输出模块501和第二音效输出模块502,其中:In order to better implement the in-game information prompt method of the embodiment of the present application, the embodiment of the present application also provides an in-game information prompt device. Please refer to Figure 5, which is a structural diagram of the in-game information prompt device provided by the embodiment of the present application. The in-game information prompt device of the FPS game may include a first sound effect output module 501 and a second sound effect output module 502, wherein:
第一音效输出模块501,用于当第一虚拟角色向玩家控制的第二虚拟角色移动时,根据第一虚拟角色的身份和状态,向玩家操控的终端输出与第一虚拟角色的身份和状态相应的第一音效;A first sound effect output module 501, configured to output a first sound effect corresponding to the identity and state of the first virtual character to a terminal controlled by the player according to the identity and state of the first virtual character when the first virtual character moves toward the second virtual character controlled by the player;
第二音效输出模块502,用于若第一虚拟角色的身份为敌方虚拟角色,则在玩家控制的第二虚拟角色向敌方虚拟角色发出攻击后,根据攻击的结果向玩家操控的终端输出与攻击的结果相应的第二音效。The second sound effect output module 502 is used to output a second sound effect corresponding to the result of the attack to the terminal controlled by the player according to the result of the attack if the identity of the first virtual character is an enemy virtual character, after the second virtual character controlled by the player attacks the enemy virtual character.
可选的,图5示例的第一音效输出模块501可以包括第三音效输出单元和第四音效输出单元,其中:Optionally, the first sound effect output module 501 in the example of FIG. 5 may include a third sound effect output unit and a fourth sound effect output unit, wherein:
第三音效输出单元,用于若第一虚拟角色的身份为敌方虚拟角色,则向玩家操控的终端输出第三音效;A third sound effect output unit, configured to output a third sound effect to a terminal controlled by a player if the identity of the first virtual character is an enemy virtual character;
第四音效输出单元,用于根据敌方虚拟角色的移动速度和/或与第二虚拟角色的距离信息,向玩家操控的终端输出第四音效。The fourth sound effect output unit is used to output a fourth sound effect to the terminal controlled by the player according to the moving speed of the enemy virtual character and/or the distance information between the enemy virtual character and the second virtual character.
可选的,上述第四音效输出单元可以包括第一确定单元、第一获取单元、第二获取单元和第一输出单元,其中:Optionally, the fourth sound effect output unit may include a first determining unit, a first acquiring unit, a second acquiring unit and a first output unit, wherein:
第一确定单元,用于根据敌方虚拟角色的移动速度和/或与第二虚拟角色的距离信息,确定敌方虚拟角色在游戏场景中的当前位置;A first determining unit, configured to determine a current position of the enemy virtual character in the game scene according to the moving speed of the enemy virtual character and/or the distance information between the enemy virtual character and the second virtual character;
第一获取单元,用于获取与敌方虚拟角色在游戏场景中当前位置对应的音效类型和声源距离;A first acquisition unit, used to acquire a sound effect type and a sound source distance corresponding to a current position of an enemy virtual character in a game scene;
第二获取单元,用于根据声源距离获取敌方虚拟角色在游戏场景中当前位置上的声源方位;A second acquisition unit is used to acquire the sound source direction of the enemy virtual character at the current position in the game scene according to the sound source distance;
第一输出单元,用于根据音效类型、声源距离和声源方位,输出与敌方虚拟角色在当前位置对应的目标音效。The first output unit is used to output a target sound effect corresponding to the enemy virtual character at the current position according to the sound effect type, the sound source distance and the sound source direction.
可选的,图5示例的第一音效输出模块501可以包括第三音效输出单元和第五音效输出单元,其中:Optionally, the first sound effect output module 501 in the example of FIG5 may include a third sound effect output unit and a fifth sound effect output unit, wherein:
第三音效输出单元,用于若第一虚拟角色的身份为敌方虚拟角色,则向玩家操控的终端输出第三音效;A third sound effect output unit, configured to output a third sound effect to a terminal controlled by a player if the identity of the first virtual character is an enemy virtual character;
第五音效输出单元,用于根据敌方虚拟角色在向第二虚拟角色移动时所处游戏场景,向玩家操控的终端输出第五音效。The fifth sound effect output unit is used to output the fifth sound effect to the terminal controlled by the player according to the game scene where the enemy virtual character is located when moving towards the second virtual character.
可选的,上述第五音效输出单元可以包括第三获取单元、第二确定单元、第三确定单元和第二输出单元,其中:Optionally, the fifth sound effect output unit may include a third acquisition unit, a second determination unit, a third determination unit, and a second output unit, wherein:
第三获取单元,用于获取敌方虚拟角色移动时所处第一游戏场景的类型、第二游戏场景的类型和场景经历时长,其中,场景经历时长为敌方虚拟角色从第一游戏场景移动至第二游戏场景时耗费的时间;A third acquisition unit is used to acquire the type of the first game scene, the type of the second game scene and the scene experience time when the enemy virtual character moves, wherein the scene experience time is the time consumed when the enemy virtual character moves from the first game scene to the second game scene;
第二确定单元,用于确定第一游戏场景类型对应的第一音效参数和第二游戏场景类型对应的第二音效参数;A second determining unit, used to determine a first sound effect parameter corresponding to the first game scene type and a second sound effect parameter corresponding to the second game scene type;
第三确定单元,用于根据第一音效参数和第二音效参数确定中间音效参数;A third determining unit, configured to determine an intermediate sound effect parameter according to the first sound effect parameter and the second sound effect parameter;
第二输出单元,用于根据中间音效参数和第二音效参数,向玩家操控的终端输出第五音效。The second output unit is used to output the fifth sound effect to the terminal controlled by the player according to the intermediate sound effect parameter and the second sound effect parameter.
可选的,图5示例的第二音效输出模块502可以包括损伤值计算单元和第三输出单元,其中:Optionally, the second sound effect output module 502 in the example of FIG5 may include a damage value calculation unit and a third output unit, wherein:
损伤值计算单元,用于计算敌方虚拟角色被攻击后敌方虚拟角色的损伤值;A damage value calculation unit, used to calculate the damage value of the enemy virtual character after the enemy virtual character is attacked;
第三输出单元,用于根据敌方虚拟角色的损伤值的大小,向玩家操控的终端输出与损伤值的大小相应的音效。The third output unit is used to output a sound effect corresponding to the size of the damage value to the terminal controlled by the player according to the size of the damage value of the enemy virtual character.
可选的,图5示例的装置还可以包括控制模块,用于响应于针对第二虚拟角色的转身控制操作,控制第二虚拟角色转身,并通过第二虚拟角色对应的终端输出转身角度的提示信息。Optionally, the device illustrated in FIG. 5 may further include a control module for controlling the second virtual character to turn in response to a turn control operation on the second virtual character, and outputting prompt information of the turning angle through a terminal corresponding to the second virtual character.
可选的,上述控制模块可以包括第四确定单元和输出单元,其中:Optionally, the control module may include a fourth determining unit and an output unit, wherein:
第四确定单元,用于当玩家控制的第二虚拟角色转身时,响应于针对在当前游戏场景中呈现的角度记录控件的触发操作,确定以第二虚拟角色为中心的检视区域;a fourth determining unit, configured to determine a viewing area centered on the second virtual character in response to a triggering operation of an angle recording control presented in a current game scene when the second virtual character controlled by the player turns around;
输出单元,用于当存在至少一个敌方虚拟角色处于检视区域中时,输出至少一个敌方虚拟角色相对于第二虚拟角色的方位提示信息。The output unit is used to output the position prompt information of the at least one enemy virtual character relative to the second virtual character when there is at least one enemy virtual character in the viewing area.
可选的,上述示例的第四确定单元可以包括获取单元和检视区域确定单元,上述示例的输出单元可以包括视角朝向确定单元和方位提示信息输出单元,其中:Optionally, the fourth determination unit in the above example may include an acquisition unit and a viewing area determination unit, and the output unit in the above example may include a viewing direction determination unit and an orientation prompt information output unit, wherein:
获取单元,用于响应于针对所述角度记录控件的触发操作,获取所述第二虚拟角色所处当前游戏场景中的位置以及所述第二虚拟角色对应的目标检视距离;an acquisition unit, configured to acquire, in response to a trigger operation on the angle recording control, a position of the second virtual character in the current game scene and a target viewing distance corresponding to the second virtual character;
检视区域确定单元,用于以第二虚拟角色所处的位置为中心、以目标检视距离为半径,确定以第二虚拟角色为中心的检视区域;A viewing area determination unit, used to determine a viewing area centered on the second virtual character with the position of the second virtual character as the center and the target viewing distance as the radius;
视角朝向确定单元,用于确定第二虚拟角色在当前游戏场景中的视角朝向;A viewing angle determination unit, used to determine the viewing angle of the second virtual character in the current game scene;
方位提示信息输出单元,用于以第二虚拟角色的视角朝向为参考,输出至少一个敌方虚拟角色相对于第二虚拟角色的方位提示信息,其中,方位提示信息用于指示至少一个第二虚拟对象相对于第一虚拟对象的方向。The orientation prompt information output unit is used to output orientation prompt information of at least one enemy virtual character relative to the second virtual character with reference to the viewing direction of the second virtual character, wherein the orientation prompt information is used to indicate the direction of at least one second virtual object relative to the first virtual object.
上述所有的技术方案,可以采用任意结合形成本申请的可选实施例,在此不再一一赘述。All of the above technical solutions can be arbitrarily combined to form optional embodiments of the present application, which will not be described in detail here.
本申请实施例提供的游戏中信息提示装置,由于能够根据第一虚拟角色的身份和向玩家控制的第二虚拟角色移动时第一虚拟角色的状态以及第二虚拟角色向敌方虚拟角色攻击的结果,分别向玩家操控的终端输出第一音效和第二音效,以使玩家仅仅根据音效即可判断虚拟角色的身份和击杀敌方虚拟角色时反馈的效果,当玩家为视力障碍人士(例如,盲人)而不便观察游戏场景中的信息时,能够极大提升这些玩家对其所操控的虚拟角色的准确度,从而能够提升这些玩家的游戏体验。The in-game information prompt device provided in the embodiment of the present application can output the first sound effect and the second sound effect to the terminal controlled by the player according to the identity of the first virtual character and the state of the first virtual character when moving towards the second virtual character controlled by the player, and the result of the second virtual character attacking the enemy virtual character, so that the player can judge the identity of the virtual character and the feedback effect when killing the enemy virtual character only based on the sound effects. When the players are visually impaired people (for example, blind people) and it is inconvenient for them to observe the information in the game scene, the accuracy of the virtual characters controlled by these players can be greatly improved, thereby improving the gaming experience of these players.
相应的,本申请实施例还提供一种计算机设备,该计算机设备可以为终端或者服务器,该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(PC,Personal Computer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备。如图6所示,图6为本申请实施例提供的计算机设备的结构示意图。该计算机设备600包括有一个或者一个以上处理核心的处理器601、有一个或一个以上计算机可读存储介质的存储器602及存储在存储器602上并可在处理器上运行的计算机程序。其中,处理器601与存储器602电性连接。本领域技术人员可以理解,图中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。Accordingly, the embodiment of the present application also provides a computer device, which can be a terminal or a server, and the terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA). As shown in Figure 6, Figure 6 is a schematic diagram of the structure of the computer device provided in the embodiment of the present application. The computer device 600 includes a processor 601 with one or more processing cores, a memory 602 with one or more computer-readable storage media, and a computer program stored in the memory 602 and running on the processor. Among them, the processor 601 is electrically connected to the memory 602. It can be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown, or combine certain components, or arrange different components.
处理器601是计算机设备600的控制中心,利用各种接口和线路连接整个计算机设备600的各个部分,通过运行或加载存储在存储器602内的软件程序和/或模块,以及调用存储在存储器602内的数据,执行计算机设备600的各种功能和处理数据,从而对计算机设备600进行整体监控。The processor 601 is the control center of the computer device 600. It uses various interfaces and lines to connect the various parts of the entire computer device 600, executes various functions of the computer device 600 and processes data by running or loading software programs and/or modules stored in the memory 602, and calling data stored in the memory 602, thereby monitoring the computer device 600 as a whole.
在本申请实施例中,计算机设备600中的处理器601会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器602中,并由处理器601来运行存储在存储器602中的应用程序,从而实现各种功能:In the embodiment of the present application, the processor 601 in the computer device 600 will load instructions corresponding to the processes of one or more application programs into the memory 602 according to the following steps, and the processor 601 will run the application programs stored in the memory 602 to implement various functions:
当第一虚拟角色向玩家控制的第二虚拟角色移动时,根据第一虚拟角色的身份和状态,向玩家操控的终端输出与第一虚拟角色的身份和状态相应的第一音效;若第一虚拟角色的身份为敌方虚拟角色,则在玩家控制的第二虚拟角色向敌方虚拟角色发出攻击后,根据攻击的结果向玩家操控的终端输出与攻击的结果相应的第二音效。When the first virtual character moves towards the second virtual character controlled by the player, a first sound effect corresponding to the identity and status of the first virtual character is output to the terminal controlled by the player based on the identity and status of the first virtual character; if the identity of the first virtual character is an enemy virtual character, after the second virtual character controlled by the player attacks the enemy virtual character, a second sound effect corresponding to the result of the attack is output to the terminal controlled by the player based on the result of the attack.
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
可选的,如图6所示,计算机设备600还包括:触控显示屏603、射频电路604、音频电路605、输入单元606以及电源607。其中,处理器601分别与触控显示屏603、射频电路604、音频电路605、输入单元606以及电源607电性连接。本领域技术人员可以理解,图6中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。Optionally, as shown in FIG6 , the computer device 600 further includes: a touch screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607. Those skilled in the art will appreciate that the computer device structure shown in FIG6 does not limit the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
触控显示屏603可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏603可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及计算机设备的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,Liquid Crystal Display)、有机发光二极管(OLED,Organic Light-EmittingDiode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器601,并能接收处理器601发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器601以确定触摸事件的类型,随后处理器601根据触摸事件的类型在显示面板上提供相应的视觉输出。在本申请实施例中,可以将触控面板与显示面板集成到触控显示屏603而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏603也可以作为输入单元606的一部分实现输入功能。The touch display screen 603 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 603 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 601, and can receive the command sent by the processor 601 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 601 to determine the type of touch event, and then the processor 601 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 603 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 603 can also be used as a part of the input unit 606 to realize the input function.
在本申请实施例中,通过处理器601执行游戏应用程序在触控显示屏603上生成图形用户界面,图形用户界面上的虚拟场景中包含至少一个技能控制区域,技能控制区域中包含至少一个技能控件。该触控显示屏603用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令。In the embodiment of the present application, the processor 601 executes the game application to generate a graphical user interface on the touch display screen 603. The virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 603 is used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
射频电路604可用于收发射频信号,以通过无线通信与网络设备或其他计算机设备建立无线通讯,与网络设备或其他计算机设备之间收发信号。The radio frequency circuit 604 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer device through wireless communication, and to send and receive signals between the network device or other computer device.
音频电路605可以用于通过扬声器、传声器提供用户与计算机设备之间的音频接口。音频电路605可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路605接收后转换为音频数据,再将音频数据输出处理器601处理后,经射频电路604以发送给比如另一计算机设备,或者将音频数据输出至存储器602以便进一步处理。音频电路605还可能包括耳塞插孔,以提供外设耳机与计算机设备的通信。The audio circuit 605 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 605 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 605 and converted into audio data, and then the audio data is output to the processor 601 for processing, and then sent to another computer device through the radio frequency circuit 604, or the audio data is output to the memory 602 for further processing. The audio circuit 605 may also include an earplug jack to provide communication between an external headset and the computer device.
输入单元606可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。The input unit 606 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
电源607用于给计算机设备600的各个部件供电。可选的,电源607可以通过电源管理系统与处理器601逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源607还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。The power supply 607 is used to supply power to various components of the computer device 600. Optionally, the power supply 607 can be logically connected to the processor 601 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 607 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
尽管图6中未示出,计算机设备600还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。Although not shown in FIG. 6 , the computer device 600 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail herein.
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
由上可知,本实施例提供的计算机设备,由于能够根据第一虚拟角色的身份和向玩家控制的第二虚拟角色移动时第一虚拟角色的状态以及第二虚拟角色向敌方虚拟角色攻击的结果,分别向玩家操控的终端输出第一音效和第二音效,以使玩家仅仅根据音效即可判断虚拟角色的身份和击杀敌方虚拟角色时反馈的效果,当玩家为视力障碍人士(例如,盲人)而不便观察游戏场景中的信息时,能够极大提升这些玩家对其所操控的虚拟角色的准确度,从而能够提升这些玩家的游戏体验。From the above, it can be seen that the computer device provided in this embodiment can output the first sound effect and the second sound effect to the terminal controlled by the player according to the identity of the first virtual character and the state of the first virtual character when moving towards the second virtual character controlled by the player, and the result of the second virtual character attacking the enemy virtual character, so that the player can judge the identity of the virtual character and the feedback effect when killing the enemy virtual character only based on the sound effects. When the players are visually impaired people (for example, blind people) and it is inconvenient for them to observe the information in the game scene, the accuracy of these players in controlling the virtual characters can be greatly improved, thereby improving the gaming experience of these players.
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
为此,本申请实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本申请实施例所提供的任一种FPS游戏中信息提示方法中的步骤。例如,该计算机程序可以执行如下步骤:To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute the steps of any one of the information prompt methods in the FPS game provided in the embodiment of the present application. For example, the computer program can execute the following steps:
当第一虚拟角色向玩家控制的第二虚拟角色移动时,根据第一虚拟角色的身份和状态,向玩家操控的终端输出与第一虚拟角色的身份和状态相应的第一音效;若第一虚拟角色的身份为敌方虚拟角色,则在玩家控制的第二虚拟角色向敌方虚拟角色发出攻击后,根据攻击的结果向玩家操控的终端输出与攻击的结果相应的第二音效。When the first virtual character moves towards the second virtual character controlled by the player, a first sound effect corresponding to the identity and status of the first virtual character is output to the terminal controlled by the player based on the identity and status of the first virtual character; if the identity of the first virtual character is an enemy virtual character, after the second virtual character controlled by the player attacks the enemy virtual character, a second sound effect corresponding to the result of the attack is output to the terminal controlled by the player based on the result of the attack.
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
其中,该存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。The storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
由于该存储介质中所存储的计算机程序,可以执行本申请实施例所提供的任一种FPS游戏中信息提示方法中的步骤,因此,可以实现本申请实施例所提供的任一种FPS游戏中信息提示方法所能实现的有益效果,详见前面的实施例,在此不再赘述。Since the computer program stored in the storage medium can execute the steps in any one of the FPS game information prompt methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the FPS game information prompt methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
以上对本申请实施例所提供的一种FPS游戏中信息提示方法、装置、存储介质及计算机设备进行了详细介绍,本文中应用了具体个例对本申请的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本申请的方法及其核心思想;同时,对于本领域的技术人员,依据本申请的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本申请的限制。The above is a detailed introduction to the information prompt method, device, storage medium and computer equipment in an FPS game provided by an embodiment of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
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