CN109847368B - Information processing method and device, storage medium and electronic equipment - Google Patents

Information processing method and device, storage medium and electronic equipment Download PDF

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CN109847368B
CN109847368B CN201910228727.8A CN201910228727A CN109847368B CN 109847368 B CN109847368 B CN 109847368B CN 201910228727 A CN201910228727 A CN 201910228727A CN 109847368 B CN109847368 B CN 109847368B
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skill
curve
distance
virtual character
control
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CN109847368A (en
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邓颖
吴伟林
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Abstract

The invention relates to an information processing method and device, a storage medium and electronic equipment, wherein the method comprises the following steps: providing a skill control on the graphical user interface; responding to touch operation of the skill control, acquiring positions of the virtual character and the virtual object in a game scene, and determining a first distance between the virtual character and the virtual object in the game scene; and if the first distance is greater than a first distance threshold and less than a second distance threshold, generating a multi-section skill curve on the graphical user interface, wherein the multi-section skill curve is used for displaying a predicted track of the virtual character for executing skill operation corresponding to the skill control, the second distance threshold is greater than the first distance threshold, and the number of sections of the multi-section skill curve is less than or equal to a preset skill trigger threshold. The invention further improves the game experience of the player.

Description

Information processing method and device, storage medium and electronic equipment
Technical Field
The invention relates to the field of man-machine interaction, in particular to an information processing method and device, a storage medium and electronic equipment.
Background
In the current ball hand game market, such as football or basketball games, the playing method and the operation logic of a specific game are all fixed schemes designed in advance by game development group personnel, and even if the fixed scheme is adjustable, only one scheme is selected from the scheme designed in advance. Under the situation, various game demands of the player are hardly met according to actual combat capability and different operation habits of corresponding game characters of the player, and even if more preset schemes are added, the problem can be relieved, the problem cannot be fundamentally solved, and two side effects are brought: 1. manufacturing/maintenance costs increase; 2. the memory space occupied by the game installation package increases due to the need to preset more game interface resources.
In the basketball game in the related art, when entering a combat main interface, a player clicks a shooting skill button, and a character can vacate to jump to perform shooting operation. If the distance between the game character and the basket is within a certain range, the game character can be shot, and if the distance is out of the range, the game character can be shot to fail.
This implementation is easily understood, but the playability of the operation is not high, which easily causes inconvenience to the player in operation, and no real-time skill change is made according to the actual skill of the player's ability to operate. For example, when a player makes a shot, a decision is made regarding the current position of the shot, resulting in failure of the shot; in addition, too far a shooting point where a player stands is away from the basket, which also causes failure of shooting operation, and a plurality of ineffective shooting operations reduce the enthusiasm of the player for game operation, thereby affecting the game experience of the player.
How to design a set of players capable of meeting different demands of pursuing individuality without increasing manufacturing and maintenance costs is an urgent problem to be solved.
Aiming at the problem that the shooting game in the related technology cannot meet the operation preference of different players, no effective solution is proposed at present.
Disclosure of Invention
The invention mainly aims to provide an information processing method and an information processing device, which are used for solving the problem that the operation preference and the requirement of different players cannot be met in a related-technology game.
In order to achieve the above object, according to one aspect of the present invention, there is provided an information processing method applied to a game program running on a touch terminal, for rendering a graphical user interface on a display screen of the touch terminal, the graphical user interface including at least a part of a game scene, at least one virtual character, and a virtual object, the method comprising:
providing a skill control on the graphical user interface;
responding to touch operation of the skill control, acquiring positions of the virtual character and the virtual object in a game scene, and determining a first distance between the virtual character and the virtual object in the game scene;
And if the first distance is greater than a first distance threshold and less than a second distance threshold, generating a multi-section skill curve on the graphical user interface, wherein the multi-section skill curve is used for displaying a predicted track of the virtual character for executing skill operation corresponding to the skill control, the second distance threshold is greater than the first distance threshold, and the number of sections of the multi-section skill curve is less than or equal to a preset skill trigger threshold.
Further, the method further comprises: if the distance is less than a first distance threshold, a single skill curve is generated on the graphical user interface.
Further, the method further comprises: and if the distance is greater than the second distance threshold, providing a prompt message on the graphical user interface, wherein the prompt message is used for feeding back that the virtual character fails to execute the skill operation at the current position.
Further, the method further comprises: and acquiring the speed and the direction of the virtual character, and determining the display of the skill curve according to the speed and the direction.
Further, the generating a multi-segment skill curve on the graphical user interface includes: acquiring preset skill parameters of the virtual character, and determining a first skill curve in the multi-section skill curves according to the preset skill parameters, the speed and the direction of the virtual character; acquiring a preset position of the first skill curve, calculating a second distance between the preset position and the virtual object, and judging whether the second distance is smaller than a first distance threshold; if yes, determining a second skill curve; if not, the steps are circulated until the skill curve segment number is equal to the preset skill trigger threshold.
Further, the method further comprises: and responding to the end of the touch operation, and controlling the virtual character to execute the skill operation corresponding to the skill control.
Further, the method further comprises: displaying triggerable skill times on the skill control; or providing a progress prompt control on the interface, wherein the progress prompt control is used for displaying the triggerable skill times; wherein the triggerable skill number is equal to the preset skill trigger threshold minus the triggered skill number.
Further, the progress prompt control is a multi-section annular control surrounding the skill control, wherein the number of sections of the multi-section annular control is equal to a preset skill trigger threshold; the method further comprises the steps of: and distinguishing and displaying the multi-section type annular control according to the triggerable skill times and the triggerable skill times.
In order to achieve the above object, according to another aspect of the present invention, there is also provided an information processing apparatus for rendering a graphical user interface on a display screen of a touch terminal, the graphical user interface including at least a part of a game scene, at least one virtual character, and a virtual object, applied to a game program running on the touch terminal, comprising: a skill control providing unit, configured to provide a skill control on the graphical user interface; the distance determining unit is used for responding to the touch operation of the skill control, acquiring the positions of the virtual roles and the virtual objects in a game scene, and determining a first distance between the virtual roles and the virtual objects in the game scene; the multi-section type skill curve generating unit is used for generating a multi-section type skill curve on the graphical user interface when the first distance is larger than a first distance threshold and smaller than a second distance threshold, wherein the multi-section type skill curve is used for displaying a predicted track of the virtual character for executing skill operation corresponding to the skill control, the second distance threshold is larger than the first distance threshold, and the number of sections of the multi-section type skill curve is smaller than or equal to a preset skill trigger threshold.
In order to achieve the above object, according to another aspect of the present invention, there is also provided a storage medium including a stored program, wherein the program, when run, controls a device in which the storage medium is located to execute the information processing method of the present invention.
In order to achieve the above object, according to another aspect of the present invention, there is also provided a processor for executing a program, wherein the program executes the information processing method of the present invention.
The method and the device solve the problem of limitation of operation in the ball game in the prior art, judge whether the virtual character and the virtual object controlled by the player are located in the preset distance range of skill operation or not through the distance between the virtual character and the virtual object controlled by the player, display a multi-section skill curve under the condition of long distance so as to feed back the success rate of the skill operation to the player, give the player an instruction of corresponding skill operation through the display of the multi-section skill curve, and enable the player to perform game operation according to the feedback of the success rate and the skill operation instruction, so that the game experience of the player is improved while invalid skill operation in the game is reduced.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the invention. In the drawings:
Fig. 1 is a flowchart of an information processing method according to an exemplary embodiment of the present invention;
FIG. 2 is a schematic diagram of a graphical user interface according to an exemplary embodiment of the present invention;
FIG. 3 is another schematic diagram of a graphical user interface according to an exemplary embodiment of the present invention;
fig. 4 is a schematic diagram of an information processing apparatus according to an exemplary embodiment of the present invention;
fig. 5 is a block diagram of an electronic device in an exemplary embodiment according to the present invention.
Fig. 6 is a schematic diagram of a program product in an exemplary embodiment according to the invention.
Detailed Description
It should be noted that, in the case of no conflict, the embodiments and features in the embodiments may be combined with each other. The invention will be described in detail below with reference to the drawings in connection with embodiments.
In order to make the present application solution better understood by those skilled in the art, the following description will be made in detail and with reference to the accompanying drawings in the embodiments of the present application, it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art based on the embodiments herein without making any inventive effort, shall fall within the scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and claims of the present application and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate in order to describe the embodiments of the present application described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The embodiment of the invention provides an information processing method which is applied to a game program running on a touch terminal and is characterized in that a graphical user interface is rendered on a display screen of the touch terminal, wherein the graphical user interface comprises at least part of game scenes, at least one virtual role and a virtual object.
Fig. 1 is a flowchart of an information processing method according to an embodiment of the present invention, as shown in fig. 1, the method including the steps of:
S20: providing a skill control on the graphical user interface;
s40: responding to touch operation of the skill control, acquiring positions of the virtual character and the virtual object in a game scene, and determining a first distance between the virtual character and the virtual object in the game scene;
s60: and if the first distance is greater than a first distance threshold and less than a second distance threshold, generating a multi-section skill curve on the graphical user interface, wherein the multi-section skill curve is used for displaying a predicted track of the virtual character for executing skill operation corresponding to the skill control, the second distance threshold is greater than the first distance threshold, and the number of sections of the multi-section skill curve is less than or equal to a preset skill trigger threshold.
The method comprises the steps of providing a skill control on a graphical user interface, responding to touch operation of the skill control to obtain positions of a virtual character and a virtual object in a game scene, determining a first distance between the virtual character and the virtual object, and generating a multi-section skill curve for displaying a predicted track of the virtual character for executing corresponding skill operation on the graphical user interface under the condition that the first distance is larger than a first distance threshold and smaller than a second distance threshold, wherein the number of sections of the multi-section skill curve is smaller than or equal to a preset skill trigger threshold. The method and the device solve the problem of limitation of operation in the ball game in the prior art, judge whether the virtual character and the virtual object controlled by the player are located in the preset distance range of skill operation or not through the distance between the virtual character and the virtual object controlled by the player, display a multi-section skill curve under the condition of long distance so as to feed back the success rate of the skill operation to the player, give the player an instruction of corresponding skill operation through the display of the multi-section skill curve, and enable the player to perform game operation according to the feedback of the success rate and the skill operation instruction, so that the game experience of the player is improved while invalid skill operation in the game is reduced.
Next, an information processing method in the present exemplary embodiment will be further described with reference to fig. 2 to 3.
In an exemplary embodiment of the invention, the method comprises:
s20: providing a skill control on the graphical user interface;
s40: responding to touch operation of the skill control, acquiring positions of the virtual character and the virtual object in a game scene, and determining a first distance between the virtual character and the virtual object in the game scene;
s60: and if the first distance is greater than a first distance threshold and less than a second distance threshold, generating a multi-section skill curve on the graphical user interface, wherein the multi-section skill curve is used for displaying a predicted track of the virtual character for executing skill operation corresponding to the skill control, the second distance threshold is greater than the first distance threshold, and the number of sections of the multi-section skill curve is less than or equal to a preset skill trigger threshold.
In this embodiment, a basketball game is executed on the touch terminal, a graphical user interface is rendered on a display screen of the touch terminal, and the graphical user interface includes at least a portion of a game scene, at least one virtual character, and a virtual object. For basketball games, typically the game scene refers to a basketball field, the virtual character is a game virtual character controlled by a player, such as a player in a team, and is typically presented in the game scene in the form of a third person name, while the virtual object refers to a basketball rim in this embodiment, and in basketball games, the win-or-lose of the game is typically determined in the form of a goal score. In addition, the graphical user interface may further include a virtual joystick, and the player controls the movement of the virtual character in the scene based on the virtual joystick, which is not limited in this regard. As shown in fig. 2, a virtual character (player) 30, a virtual object (basket) 50, and a shooting operation of the virtual character 30 are displayed in the graphical user interface 100.
Specifically, in step S20, a skill control is provided on the graphical user interface. Generally, in most basketball games, shooting is the most important skill operation; in some emerging street basketball games, only half areas are displayed in the interface to play, in this case, the attack party is used to divide the corresponding skills executed by the virtual character, the attack party uses shooting as the main skills, the attack party is used to trigger the cap, the basketball board and other skills disturbing the attack party to attack the ball, the skills can be specifically set according to the requirements of the developer or the player, and the embodiment is not limited to this. Such skill controls are provided on a graphical user interface for the purpose of facilitating the corresponding game play by the player, as shown in FIG. 2, in which a skill control, a shooting button 70, is provided.
In step S40, in response to the touch operation of the skill control, the positions of the virtual character and the virtual object in the game scene are obtained, and a first distance between the virtual character and the virtual object in the game scene is determined.
In this embodiment, when a player triggers a skill control through touch operations such as clicking, re-pressing, or long pressing, the positions of the virtual character and the virtual object in the game scene are obtained, and a first distance between the virtual character and the virtual object is determined. In an actual game, when a player triggers a shooting button in an interface, the player is indicated to intend to control the virtual character to execute shooting operation, the position of the virtual character is obtained, and a first distance between the virtual character and the basket is calculated. The first distance mentioned in this embodiment refers to the distance between the standing point/take-off point of the virtual character and the position of the basketball frame where the ground in the scene is projected, and is similar to the distance shown by the three-line and the two-line, but is not the physical distance between the virtual character and the two points of the basketball frame. As shown in fig. 2, S1 indicated by the dashed line may be considered as the first distance between the virtual character 30 and the rim 50.
In step S60, if the first distance is greater than the first distance threshold and less than the second distance threshold, a multi-segment skill curve is generated on the gui, where the multi-segment skill curve is used to display a predicted track of the virtual character for performing the skill operation corresponding to the skill control, where the second distance threshold is greater than the first distance threshold, and the number of segments of the multi-segment skill curve is less than or equal to a preset skill trigger threshold.
In this embodiment, it is determined whether a first distance between the virtual character and the basket is greater than a first distance threshold and less than a second distance threshold, that is, whether the first distance is within a preset distance interval formed by the first distance threshold and the second distance threshold, if so, a multi-segment skill curve is generated on the gui, the multi-segment skill curve is used to display a predicted trajectory of the virtual character for performing the shooting operation, and the number of segments of the multi-segment skill curve is less than or equal to a preset skill trigger threshold. The preset skill trigger threshold is the upper limit number of times that the player can trigger the skill operation, specifically, in order to embody the rationality of the game operation in the game, a skill Cooling (CD) time is usually set for a certain skill, and in combination with the preset skill trigger threshold, the upper limit number of times that the player can trigger the skill is set. For example, if the CD time set in the basketball game is 5 seconds and the preset skill trigger threshold is set to 3 times, the player may trigger the shooting operation again after the CD time is entered after the player triggers 3 shooting operations for 5 seconds. In order to prompt the player that the skill operation cannot be performed when the player has entered the CD time, further, for example, the shooting control may be set to a high gray scale form and the remaining CD time may be displayed in a countdown form, and the CD time, the preset skill trigger threshold, and the feedback form of the CD time may be set by the developer or the player according to specific requirements, and the embodiment is not limited thereto.
In this embodiment, the first distance threshold and the second distance threshold may be specifically set by the game developer or the player according to actual requirements, for example, the first distance threshold is set to 2 meters, and the second distance threshold is set to 5 meters. In addition, the distance threshold may also be obtained by statistical analysis according to historical data of the virtual character controlled by the player, for example, the shooting success rate is 90% when the distance between the virtual character a and the basket is 2 meters, the shooting success rate is 50% when the distance is 4 meters, and the shooting success rate is 20% when the distance is 7 meters, based on the above data, the system or the player may set the first distance threshold to 2 meters and the second distance threshold to 4 meters, so that the shooting success rate is controlled to be 50% or more, and the embodiment is not limited thereto.
In addition, in this embodiment, the number of segments of the multi-segment skill curve is set to be less than or equal to the preset skill trigger threshold, so that the player can perform continuous triggering of skill operation under the condition that the game system allows the skill triggering times, and the skill operation logic accords with the game. For example, the preset skill trigger threshold is set to 3, so the number of display segments of the multi-segment skill curve should be less than or equal to 3 segments. However, if the skill curve is more than 4 sections, the number of triggerable skills of the player is exceeded, and the shooting operation must be continuously triggered in a short time under the game situation of fierce countermeasure of the sports game to achieve a higher shooting success rate, and the player cannot wait for the CD time to be loaded to finish after continuously triggering 3 times, and trigger the shooting operation for the 4 th time, and the skill curve does not accord with the operation logic of the game, so that the multi-section skill curve has no prompting function and belongs to invalid content.
As an alternative embodiment, the method further comprises: if the first distance is less than a first distance threshold, a single skill curve is generated on the graphical user interface. Specifically, if the distance between the virtual character and the basket is smaller than the first distance threshold, the distance between the virtual character and the basket is determined to be smaller, and a single skill curve is generated on the graphical user interface to prompt the player to directly control the virtual character to perform shooting operation, different from the case that a multi-section skill curve is generated when the distance is longer. As shown in fig. 2, a single skill curve D1 is displayed on the interface upon determining that the first distance S1 between the location of the avatar 30 and the rim 50 is less than the first distance threshold.
As an alternative embodiment, the method further comprises: and if the first distance is greater than a second distance threshold, providing a prompt message on the graphical user interface, wherein the prompt message is used for feeding back that the skill operation of the virtual character in the current position is failed. Specifically, if the distance between the virtual character and the basket is greater than the second distance threshold, that is, the distance range of the shooting operation is exceeded, it is determined that the distance between the virtual character and the basket is far, and preferably, the player is prompted at the striking position in the form of a red exclamation mark or a text enlarged highlight on the graphical user interface, and if the shooting operation is triggered at the current position, the player is about to fail.
As an alternative embodiment, the method further comprises: and responding to the end of the touch operation, and controlling the virtual character to execute the skill operation corresponding to the skill control. In this embodiment, when the player determines that the current virtual character can perform a shooting operation, only the shooting button needs to be released, and an operation medium (e.g., a finger, a stylus, etc.) that is about to perform a touch operation leaves the screen of the mobile terminal. In this embodiment, the release of skills is triggered only when the touch operation is finished, and during the touch operation (the operation medium does not leave the skill control), if the player feels that the skill curve fed back by the interface indicates that the success rate of performing the skill operation at the position where the virtual character is located is not high or the subsequent game operation is complex (for example, the user needs to perform shooting operations for many times), the player can control the virtual character to move through the virtual rocker on the left-hand control interface while holding the skill control by the right-hand finger, for example, move near the position of the basket, further adjust the distance from the basket, display a new skill curve on the interface according to the updated position of the virtual character, and perform subsequent operations according to the indication of the new skill curve, thereby achieving the purpose of improving the success rate of the skill operation.
In addition, in this embodiment, a manner of canceling the skill operation may also be set, for example, in response to the operation medium moving out of the area range of the skill control, or in response to a re-pressing touch operation, that is, the pressure of the touch operation is greater than a preset threshold, which may be regarded as that the player gives up triggering the corresponding shooting operation, and the position of the virtual character is to be further adjusted or the subsequent operation is performed according to the specific game situation.
As an alternative embodiment, the method further comprises: and acquiring the speed and the direction of the virtual character, and determining the display of the skill curve according to the speed and the direction. In this embodiment, for the virtual character, the game system generally configures a corresponding skill speed according to its level (e.g., primary, middle, advanced, etc.) and/or character attribute (e.g., front, middle, back, etc.), for example, when the virtual character is a primary player, the shooting speed of bounce is set to 3, and when the level of the virtual character is raised to an advanced player, the corresponding shooting speed of bounce may be set to 8, and the embodiment is not limited thereto. In addition, on the basis of the shooting speed, the moving speed of the virtual character in the process of holding the ball and running or passing the ball can be overlapped, so that higher game fidelity is realized. By acquiring the speed and the direction of the virtual character, the display of a skill curve is determined, and the skill curve is fitted into the parabolic form of virtual character bouncing, ball throwing by loosening and ball feeding, so that the skill curve accords with the mechanics principle and player cognition. By acquiring the speed and the direction of the virtual character, calculating the motion parameters of the basketball, and then simulating the curve track of the basketball on the graphical user interface, the player can clearly know the success rate of the current basketball on the graphical user interface, so that the current situation is judged to carry out the subsequent game operation. By capturing the speed and orientation of the avatar and presenting it on a skill curve, this arrangement may provide a better visual effect than if the avatar were positioned in a curved fashion with the rim.
As an alternative embodiment, the generating a multi-segment skill curve on the graphical user interface includes: acquiring preset skill parameters, and determining a first skill curve in the multi-section skill curves according to the preset skill parameters, the speed and the direction of the virtual character; acquiring a preset position of the first skill curve, calculating a second distance between the preset position and the virtual object, and judging whether the second distance is smaller than a first distance threshold; if yes, determining a second skill curve; if not, the steps are circulated until the multi-section skill curve segment number is equal to the preset skill trigger threshold. And judging whether the distance between the preset position of each skill curve and the basket frame is smaller than a first distance threshold value, so that a prediction curve of a plurality of shooting operations within the preset skill trigger threshold value is provided, and the success rate of the shooting operations of the player is improved.
In this embodiment, since the attribute of each virtual character may be different, similar to the setting of the first distance threshold and the second distance threshold, the preset skill parameter may be a shooting success rate list of each position obtained by performing statistical analysis from the historical performance data of the virtual character, or may be configured by a developer or a player, and the embodiment is not limited thereto.
In this embodiment, the presentation of the multi-segment skill curve on the graphical user interface includes the steps of:
firstly, according to preset skill parameters, such as historical shooting success rate data of the virtual character at each position of a court, and current speed and direction of the virtual character, a preset position of a first skill curve, such as a vertex position, namely the highest point of virtual character bouncing, is determined, and the preset position can be regarded as a trigger position of shooting actions. In addition, the end position of the first skill curve can be used as a preset position, because the first skill curve is presented in a parabolic form according to the mechanics principle, and the curve behind the vertex presents a descending state. In an actual basketball game, the ball is thrown to the ground only for a short time, so that the player's reaction time is shorter. In this embodiment, as shown in fig. 3, assuming that the position of the first skill curve which is lowered by half after the vertex is taken as the end point X of the first skill curve L1, the player obtains the ball control right and triggers the shooting again, so as to meet the game knowledge of the player, but the preset position of the skill curve may also be set based on the needs of the developer or the player, for example, two thirds of the downcurve segment of the parabola, and the like, and the embodiment is not limited thereto.
Then, a second distance between a preset position of the first skill curve and the basket is obtained, and whether the second distance is smaller than a first distance threshold value is judged; if so, a second skill curve is determined, as shown in fig. 3, where the preset position (end position) X of the first skill curve L1 is shown, and the distance between the virtual character and the basket after one shot/bounce is closer, i.e., the virtual character is already located within the first distance threshold range, so as to determine the second skill curve L2, where the end point of the first skill curve is the start point of the second skill curve, preferably, the preset position X may be marked with the avatar image, so that the player obtains the approximate position of the second shot operation. And determining a second skill curve L2 according to the first skill curve determination mode so as to prompt the player to trigger the shooting skill again, so that shooting with a higher success rate can be realized.
If the second distance between the preset position on the second skill curve and the basket is still greater than the first distance threshold, the steps are circulated until the number of the multi-section skill curve segments is equal to the preset skill trigger threshold. In general, considering the interest and operability of the game and the size of the mobile terminal gui, the preset skill trigger threshold may be set to 3, and the gui of the mobile device has limited display content, and typically at most displaying 3 skill curves belongs to a reasonable setting. Taking the preset skill trigger threshold as 3 as an example, after the first skill curve and the second skill curve are determined, if the second distance between the preset position of the second skill curve and the basket is still greater than the first distance threshold, continuously judging whether the third distance between the preset position of the second skill curve and the basket is smaller than the first distance threshold while determining the preset position of the second skill curve, and if so, determining the third skill curve; if not, at most 3 times of shooting machine can not ensure the shooting success rate of the position of the virtual character in the three-stage skill curves predicted by the shooting machine, judging that the shooting operation of the virtual character in the position is about to fail, and prompting visual feedback information that the shooting operation is about to fail on a graphical user interface.
As an alternative embodiment, for multiple skill curves, in order to enable a player to better distinguish between skill curves, each skill curve may be displayed differently, e.g., a first skill curve may be displayed in blue and a second skill curve may be displayed in yellow, although the embodiment is not limited in this regard.
As an alternative embodiment, the method further comprises: displaying triggerable skill times of the virtual character on the skill control; or providing a progress prompt control on the interface, wherein the progress prompt control is used for displaying the triggerable skill times; wherein the triggerable skill number is equal to the preset skill trigger threshold minus the triggered skill number. In this embodiment, the triggerable times of the corresponding skills may be displayed on the graphical user interface, for example, when it is detected that the virtual character has currently triggered 1 shooting operation, and the preset skill trigger threshold is 3, then the virtual character may trigger 2 shooting operations. One way is to display the number 2 directly on the shooting control, and the other way is to provide a progress prompt control on the interface, such as a straight progress bar displayed in three segments, a read bar form similar to data reading, the first segment being displayed in gray (indicating the number of skills that have been triggered), the second and third segments being displayed in red (indicating the number of skills that can be triggered) to present the player with the current number of touchable skills of 2. In particular, in what form, may be set according to the needs of a developer or player, and the embodiment is not limited thereto.
As an optional implementation manner, the progress prompt control is a multi-segment annular control surrounding the skill control, wherein the number of segments of the multi-segment annular control is equal to a preset skill trigger threshold. The method further comprises the steps of: and distinguishing and displaying the multi-section type annular control according to the triggerable skill times and the triggerable skill times. The progress prompt control is set to be a multi-section annular control surrounding the skill control, the interface space can be better saved, and the number of sections of the annular control corresponds to a preset skill trigger threshold. As shown in fig. 4, a two-section annular progress prompt control 90 is provided around the skill control 70 on the graphical user interface, indicating that the preset skill trigger threshold is 2 times. If the avatar has currently triggered 1 shot and the preset skill trigger threshold is 2, then the avatar may trigger 1 shot. Preferably, the first section of control 91 of the annular alert control may be displayed in a dark color (indicating that a skill has been triggered) while the second section of control 92 is displayed in a normal color (indicating that the number of triggerable skills is 1), from which the player may intuitively learn the number of currently triggerable skills for subsequent operations.
The method and the device solve the problem of limitation of operation in the ball game in the prior art, judge whether the virtual character and the virtual object controlled by the player are located in the preset distance range of skill operation or not through the distance between the virtual character and the virtual object controlled by the player, display a multi-section skill curve under the condition of long distance so as to feed back the success rate of the skill operation to the player, give the player an instruction of corresponding skill operation through the display of the multi-section skill curve, and enable the player to perform game operation according to the feedback of the success rate and the skill operation instruction, so that the game experience of the player is improved while invalid skill operation in the game is reduced.
It should be noted that the steps illustrated in the flowcharts of the figures may be performed in a computer system such as a set of computer executable instructions, and that although a logical order is illustrated in the flowcharts, in some cases the steps illustrated or described may be performed in an order other than that illustrated herein.
The embodiment of the invention provides an information processing device which is applied to a game program running on a touch terminal, and a graphical user interface is rendered on a display screen of the touch terminal, wherein the graphical user interface comprises at least part of game scenes, at least one virtual character and one virtual object.
Fig. 4 is a schematic diagram of an information processing apparatus according to an embodiment of the present invention, and as shown in fig. 4, the apparatus 400 includes:
a skill control providing unit 401, configured to provide a skill control on the graphical user interface;
a distance determining unit 402, configured to obtain positions of the virtual character and the virtual object in a game scene in response to a touch operation of the skill control, and determine a first distance between the virtual character and the virtual object in the game scene;
and the multi-segment type curve generating unit 403 is configured to generate a multi-segment type skill curve on the graphical user interface when the first distance is greater than a first distance threshold and less than a second distance threshold, where the multi-segment type skill curve is used to display a predicted track of the virtual character for executing a skill operation corresponding to the skill control, and the second distance threshold is greater than the first distance threshold, and the number of segments of the multi-segment type skill curve is less than or equal to a preset skill trigger threshold.
Optionally, the apparatus further includes: a single curve generating unit (not shown in fig. 4) for generating a single skill curve on the graphical user interface if the distance is less than a first distance threshold.
Optionally, the apparatus further includes: and the failure prompting unit is used for providing a prompting message on the graphical user interface if the distance is greater than the second distance threshold, wherein the prompting message is used for feeding back that the virtual character fails to execute the skill operation at the current position.
Optionally, the apparatus further includes: and the display control unit is used for acquiring the speed and the direction of the virtual character and determining the display of the skill curve according to the speed and the direction.
Optionally, the multi-segment curve generating unit 403 includes: a first subunit, configured to obtain preset skill parameters of the virtual character, and determine a first skill curve in the multi-segment skill curve according to the preset skill parameters, the speed and the direction of the virtual character; a second subunit, configured to obtain a preset position of the first skill curve, calculate a second distance between the preset position and the virtual object, and determine whether the second distance is smaller than a first distance threshold; if yes, determining a second skill curve; if not, the steps are circulated until the skill curve segment number is equal to the preset skill trigger threshold.
Optionally, the apparatus further includes: and the skill control unit is used for responding to the end of the touch operation and controlling the virtual role to execute the skill operation corresponding to the skill control.
Optionally, the apparatus further includes: the progress display unit is used for displaying triggerable skill times on the skill control; or providing a progress prompt control on the interface, wherein the progress prompt control is used for displaying the triggerable skill times; wherein the triggerable skill number is equal to the preset skill trigger threshold minus the triggered skill number.
Optionally, the progress prompt control is a multi-segment annular control surrounding the skill control, wherein the number of segments of the multi-segment annular control is equal to a preset skill trigger threshold. The apparatus further comprises: and the distinguishing display unit is used for distinguishing and displaying the multi-section type annular control according to the triggerable skill times and the triggerable skill times.
The specific details of each information processing apparatus module in the foregoing are described in detail in the corresponding information processing method, so that the details are not repeated here.
It should be noted that although in the above detailed description several modules or units of a device for performing are mentioned, such a division is not mandatory. Indeed, the features and functions of two or more modules or units described above may be embodied in one module or unit in accordance with embodiments of the invention. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
In an exemplary embodiment of the present invention, an electronic device capable of implementing the above method is also provided.
Those skilled in the art will appreciate that the various aspects of the invention may be implemented as a system, method, or program product. Accordingly, aspects of the invention may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system.
An electronic device 600 according to this embodiment of the invention is described below with reference to fig. 5. The electronic device 600 shown in fig. 5 is merely an example, and should not be construed as limiting the functionality and scope of use of embodiments of the present invention.
As shown in fig. 5, the electronic device 600 is embodied in the form of a general purpose computing device. Components of electronic device 600 may include, but are not limited to: the at least one processing unit 610, the at least one memory unit 620, a bus 630 connecting the different system components (including the memory unit 620 and the processing unit 610), a display unit 640.
Wherein the storage unit stores program code that is executable by the processing unit 610 such that the processing unit 610 performs steps according to various exemplary embodiments of the present invention described in the above-described "exemplary methods" section of the present specification.
The storage unit 620 may include readable media in the form of volatile storage units, such as Random Access Memory (RAM) 6201 and/or cache memory unit 6202, and may further include Read Only Memory (ROM) 6203.
The storage unit 620 may also include a program/utility 6204 having a set (at least one) of program modules 6205, such program modules 6205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment.
Bus 630 may be a local bus representing one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or using any of a variety of bus architectures.
The electronic device 600 may also communicate with one or more external devices 700 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 600, and/or any device (e.g., router, modem, etc.) that enables the electronic device 600 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 650. Also, electronic device 600 may communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet, through network adapter 660. As shown, network adapter 660 communicates with other modules of electronic device 600 over bus 630. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with electronic device 600, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present invention may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, and includes several instructions to cause a computing device (may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method according to the embodiments of the present invention.
In an exemplary embodiment of the present invention, a computer-readable storage medium having stored thereon a program product capable of implementing the method described above in the present specification is also provided. In some possible embodiments, the various aspects of the invention may also be implemented in the form of a program product comprising program code for causing a terminal device to carry out the steps according to the various exemplary embodiments of the invention as described in the "exemplary methods" section of this specification, when said program product is run on the terminal device.
Referring to fig. 6, a program product 800 for implementing the above-described method according to an embodiment of the present invention is described, which may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
Furthermore, the above-described drawings are only schematic illustrations of processes included in the method according to the exemplary embodiment of the present invention, and are not intended to be limiting. It will be readily appreciated that the processes shown in the above figures do not indicate or limit the temporal order of these processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, for example, among a plurality of modules.
Other embodiments of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the invention following, in general, the principles of the invention and including such departures from the present disclosure as come within known or customary practice within the art to which the invention pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the invention being indicated by the following claims.
It is to be understood that the invention is not limited to the precise arrangements and instrumentalities shown in the drawings, which have been described above, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the invention is limited only by the appended claims.

Claims (10)

1. An information processing method applied to a game program running on a touch terminal, characterized in that a graphical user interface is rendered on a display screen of the touch terminal, the graphical user interface comprising at least part of a game scene, at least one virtual character, and a virtual object, the method comprising:
Providing a skill control on the graphical user interface;
responding to touch operation of the skill control, acquiring positions of the virtual character and the virtual object in the game scene, and determining a first distance between the virtual character and the virtual object in the game scene;
if the first distance is greater than a first distance threshold and less than a second distance threshold, generating a multi-section skill curve on the graphical user interface, wherein the multi-section skill curve is used for displaying a predicted track of the virtual character for executing skill operation corresponding to the skill control, the second distance threshold is greater than the first distance threshold, the number of sections of the multi-section skill curve is less than or equal to a preset skill trigger threshold, and the preset skill trigger threshold is the upper limit number of the touch operation;
wherein the method further comprises: and acquiring the speed and the direction of the virtual character, and determining the display of the multi-section skill curve according to the speed and the direction.
2. The method according to claim 1, wherein the method further comprises:
if the distance is less than a first distance threshold, generating a single skill curve on the graphical user interface;
Wherein the method further comprises: and acquiring the speed and the direction of the virtual character, and determining the display of the single skill curve according to the speed and the direction.
3. The method according to claim 1, wherein the method further comprises:
and if the distance is greater than the second distance threshold, providing a prompt message on the graphical user interface, wherein the prompt message is used for feeding back that the virtual character fails to execute the skill operation at the current position.
4. The method of claim 1 or 2, wherein said generating a multi-segment skill curve on said graphical user interface comprises:
acquiring preset skill parameters of the virtual character, and determining a first skill curve in the multi-section skill curves according to the preset skill parameters, the speed and the direction of the virtual character;
acquiring a preset position of the first skill curve, calculating a second distance between the preset position and the virtual object, and judging whether the second distance is smaller than a first distance threshold; if yes, determining a second skill curve; if not, the steps are circulated until the skill curve segment number is equal to the preset skill trigger threshold.
5. The method according to claim 1, wherein the method further comprises:
and responding to the end of the touch operation, and controlling the virtual character to execute the skill operation corresponding to the skill control.
6. The method according to claim 1, wherein the method further comprises:
displaying triggerable skill times on the skill control; or providing a progress prompt control on the interface, wherein the progress prompt control is used for displaying the triggerable skill times;
wherein the triggerable skill number is equal to the preset skill trigger threshold minus the triggered skill number.
7. The method of claim 6, wherein the progress prompt control is a multi-segment annular control surrounding the skill control, wherein a number of segments of the multi-segment annular control is equal to a preset skill trigger threshold;
the method further comprises the steps of: and distinguishing and displaying the multi-section type annular control according to the triggerable skill times and the triggerable skill times.
8. An information processing device applied to a game program running on a touch terminal, characterized in that a graphical user interface is rendered on a display screen of the touch terminal, the graphical user interface comprising at least part of a game scene, at least one virtual character, and a virtual object, and the information processing device comprises:
A skill control providing unit, configured to provide a skill control on the graphical user interface;
the distance determining unit is used for responding to the touch operation of the skill control, acquiring the positions of the virtual characters and the virtual objects in the game scene, and determining the first distance between the virtual characters and the virtual objects in the game scene;
the curve generation unit is used for generating a multi-section skill curve on the graphical user interface when the first distance is larger than a first distance threshold and smaller than a second distance threshold, wherein the multi-section skill curve is used for displaying a predicted track of the virtual character for executing skill operation corresponding to the skill control, the second distance threshold is larger than the first distance threshold, the number of sections of the multi-section skill curve is smaller than or equal to a preset skill trigger threshold, and the preset skill trigger threshold is the upper limit number of the touch operation;
wherein the device is further for: and acquiring the speed and the direction of the virtual character, and determining the display of the multi-section skill curve according to the speed and the direction.
9. A computer storage medium, characterized in that the storage medium comprises a stored program, wherein the program, when run, controls a device in which the storage medium is located to perform the information processing method of any one of claims 1 to 7.
10. A processor for executing a program, wherein the program executes the information processing method according to any one of claims 1 to 7.
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