CN116661646A - Information processing method and device in game, electronic equipment and readable storage medium - Google Patents

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

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Publication number
CN116661646A
CN116661646A CN202210146425.8A CN202210146425A CN116661646A CN 116661646 A CN116661646 A CN 116661646A CN 202210146425 A CN202210146425 A CN 202210146425A CN 116661646 A CN116661646 A CN 116661646A
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China
Prior art keywords
virtual
area
probability
game
map
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CN202210146425.8A
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Chinese (zh)
Inventor
常昕炜
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202210146425.8A priority Critical patent/CN116661646A/en
Publication of CN116661646A publication Critical patent/CN116661646A/en
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/30Computing systems specially adapted for manufacturing

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • General Engineering & Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Software Systems (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides an information processing method, device, electronic equipment and readable storage medium in a game, wherein the method comprises the following steps: and in response to the control operation of the player aiming at the target virtual character, controlling the target virtual character to move in the game scene or interact with other virtual characters, and in response to the selection operation of the player aiming at the map display area in the virtual map control, determining a search area from the map display area, and displaying the picking condition of target materials in the search area. Therefore, the application can randomly select the searching area on the large map and display the picking-up condition of the target materials in the searching area in real time, so that the player can know the residual condition of the materials in the searching area in time, and time is saved when searching the materials for the player.

Description

Information processing method and device in game, electronic equipment and readable storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to an information processing method, an apparatus, an electronic device, and a readable storage medium in a game.
Background
With the improvement of human social material life, games are rapidly developed as an entertainment activity. Among them, the tactical competition type game is favored by a wide range of players in its stimulated battlefield.
Currently, in a tactical competition type game, in order to facilitate pursuits of different players, a high resource area and a normal resource area are set, and some simple marks are made on a large map to remind the players. However, since the information about the resource area is too small, even if the player falls into the high-resource area, the player does not know which position to search for the material specifically, and does not know whether the positions are searched for by other players, so that the player is likely to waste much time when searching for the material.
Disclosure of Invention
Accordingly, an object of the present application is to provide an information processing method, apparatus, electronic device, and readable storage medium for game, which can arbitrarily select a search area on a large map, and display a pickup condition of a target material in the search area in real time, so that a player can know the remaining condition of the material in the search area in time, and save time when searching the material for the player.
In a first aspect, an embodiment of the present application provides an information processing method in a game, where a graphical user interface is provided by a terminal device, where a virtual map control is displayed on the graphical user interface, and a map display area in the virtual map control is a thumbnail of a game scene, and the method includes:
Responding to the control operation of the player aiming at the target virtual character, and controlling the target virtual character to move in a game scene or interact with other virtual characters;
determining a search area from a map presentation area in a virtual map control in response to a selection operation issued by a player for the map presentation area;
and displaying the picking-up condition of the target materials in the searching area.
In one embodiment of the present application, the step of displaying the pick-up condition of the target material in the search area includes:
determining the material picking probability of the target material in the searching area according to the historical picking condition of the target material in the searching area;
and displaying the material picking probability of the target material in the searching area.
In one embodiment of the present application, the step of determining a search area from a map presentation area in a virtual map control in response to a selection operation by a player for the map presentation area, comprises:
after dividing a map presentation area in a virtual map control into a plurality of areas to be searched, determining a search area from the map presentation area in response to clicking operation issued by a player for any area to be searched.
In one embodiment of the application, the plurality of areas to be searched are determined by dividing a map display area in the virtual map control according to scene attributes; wherein, the scene attribute comprises any one of the following: resource intensive, building class.
In one embodiment of the present application, the step of determining a search area from a map presentation area in a virtual map control in response to a selection operation by a player for the map presentation area, comprises:
in response to a player selecting an area on a map presentation area in a virtual map control, determining an area selected from the map presentation area as a search area.
In one embodiment of the present application, the step of determining a material pickup probability of the target material in the search area according to a historical pickup situation of the target material in the search area includes:
according to the material picking positions searched by the historical player in the searching area of the current game, determining material picking positions which are not searched by the historical player in the searching area and the position refreshing probability of each material picking position in the searching area;
determining, for each material pickup location, a material refresh probability at the material pickup location;
And determining the material picking probability of the target material in the search area according to the position refreshing probability and the material refreshing probability corresponding to each material picking position.
In one embodiment of the application, the probability of material pick up for a target material in the search area is determined by the following equation:
P=1-(1-w1×p1)×(1-w2×p2)……(1-wn×pn);
wherein P represents a material pickup probability of a target material in the search area, w1 represents a position refresh probability of a first material pickup position in the search area, w2 represents a position refresh probability of a second material pickup position in the search area, wn represents a position refresh probability of an nth material pickup position in the search area, P1 represents a material refresh probability at the first material pickup position, P2 represents a material refresh probability at the second material pickup position, and pn represents a material refresh probability at the nth material pickup position.
In one embodiment of the application, the material pick up locations include a first material pick up location and a second material pick up location; wherein the target material refreshing probability at the first material picking position is greater than the target material refreshing probability at the second material picking position; the historical material refresh probability of the target material at the first material pick-up location is greater than the historical material refresh probability of the target material at the second material pick-up location.
In one embodiment of the present application, the target material includes at least one virtual material in a default state and/or a virtual material in a custom state; the virtual supplies in the default state comprise virtual supplies preset by the system and/or virtual supplies set by a player before the game of the player starts; the virtual materials in the custom state are virtual materials input by the player on a material display area in the virtual map control.
In one embodiment of the present application, the target material includes at least one virtual material in a default state and a virtual material in a custom state;
the step of displaying the material picking probability of the target material in the search area comprises the following steps:
displaying the material picking probability of at least one virtual material in a default state in a first material display subarea of the virtual map control, and displaying the material picking probability of the virtual material in a custom state in a second material display subarea of the virtual map control; wherein the first and second material display sub-areas are disposed in an area of the virtual map control other than the map display area.
In a second aspect, an embodiment of the present application further provides an information processing apparatus in a game, where a graphical user interface is provided by a terminal device, where a virtual map control is displayed on the graphical user interface, and a map display area in the virtual map control is a thumbnail of a game scene, and the operating apparatus includes:
the control response module is used for responding to the control operation of the player aiming at the target virtual character and controlling the target virtual character to move in the game scene or interact with other virtual characters;
the selection response module is used for responding to the selection operation issued by a player for a map display area in the virtual map control, and determining a search area from the map display area;
and the condition display module is used for displaying the picking-up condition of the target materials in the search area.
In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, said memory storing machine readable instructions executable by said processor, said processor and said memory communicating over the bus when the electronic device is running, said machine readable instructions when executed by said processor performing the steps of the information processing method in a game as described above.
In a fourth aspect, embodiments of the present application also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs steps of an information processing method in a game as described above.
The embodiment of the application provides an information processing method, device, electronic equipment and readable storage medium in a game, wherein the method comprises the following steps: responding to the control operation of the player aiming at the target virtual character, and controlling the target virtual character to move in a game scene or interact with other virtual characters; in response to a selection operation of a player for a map presentation area in a virtual map control, determining a search area from the map presentation area, the search area being determined according to a player's demand; and displaying the picking-up condition of the target materials in the searching area so that the player can know the condition of the residual virtual materials in the searching area in time.
Compared with the prior art that aiming at a high resource area and a common resource area in a game, some simple marks are made on a large map to remind a player, but because the information about the resource area is too little, the player does not know which position is used for searching materials, and does not have the required materials, and does not know whether the positions are searched by other players, the application can randomly select a searching area on the large map, and display the pick-up condition of the target materials in the searching area in real time, so that the player knows the residual condition of the materials in the searching area in time, saves time when searching the materials for the player, can effectively improve the searching efficiency of virtual materials, and is beneficial to accelerating the game progress.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flowchart of an information processing method in a game according to an embodiment of the present application;
fig. 2 is a schematic illustration of a virtual map control according to an embodiment of the present application;
FIG. 3 is a schematic diagram of an information processing apparatus in a game according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. Based on the embodiments of the present application, every other embodiment obtained by a person skilled in the art without making any inventive effort falls within the scope of protection of the present application.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. in addition to the listed elements/components/etc.; the terms "first" and "second" and the like are used merely as labels, and are not intended to limit the number of their objects.
It should be understood that in embodiments of the present application, "at least one" means one or more and "a plurality" means two or more. "and/or" is merely an association relationship describing an association object, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. "comprising A, B and/or C" means comprising any 1 or any 2 or 3 of A, B, C.
It should be understood that in embodiments of the present application, "B corresponding to a", "a corresponding to B", or "B corresponding to a" means that B is associated with a from which B may be determined. Determining B from a does not mean determining B from a alone, but may also determine B from a and/or other information.
First, the names involved in the embodiments of the present application will be briefly described.
A game scene refers to a virtual environment that an application program displays (or provides) while running on a touch terminal, i.e., a scene used during normal play of a game. That is, the game scene is a virtual game space carrying virtual characters during the progress of the game, and the virtual characters can be controlled by an operation instruction issued by a user (i.e., player) to the touch terminal in the game scene to perform actions such as movement and skill release. The game scene can be a simulation world of a real world, a semi-simulation and semi-fictional three-dimensional world, or a pure fictional three-dimensional world. The game scene may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Alternatively, the game scenario may also be used for virtual environment combat between at least two virtual characters, with virtual resources available for use by the at least two virtual characters in the game scenario. By way of example, a game scene may include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, and the like.
A virtual character refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a cartoon character, or the like. The virtual character is a character that a player controls through an input device, or is an artificial intelligence (Artificial Intelligence, AI) set in a virtual environment fight by training. Optionally, the avatar is a avatar playing an athletic activity in the virtual scene. Optionally, the number of virtual objects in the virtual scene fight is preset, or dynamically determined according to the number of clients joining the fight, which is not limited by the embodiment of the present application. In one possible implementation, a user can control a virtual character to move in the virtual scene, e.g., control the virtual character to run, jump, crawl, etc., as well as control the virtual character to fight other virtual characters using skills, virtual props, etc., provided by the application. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each having its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, which implements different external figures by wearing different skins. In some implementations, the avatar may also be implemented using a 2.5-dimensional or 2-dimensional model, as embodiments of the application are not limited in this regard.
The virtual materials are materials which can be used by the virtual character in the game scene through simulating materials in the real scene, for example, in shooting games, virtual materials such as first-aid kits, bandages, pain relieving drugs and the like which are needed by the virtual character in the process of being injured, virtual materials of firearm equipment which are needed by the virtual character, for example, firearm, sighting telescope, gun stock, cartridge clips, bullets and the like, and clothing virtual materials which are needed by the virtual character to be worn. The virtual materials can randomly appear in various places in the game scene for pickup of the virtual characters, or can be directly obtained from other virtual characters after the virtual characters defeat the other virtual characters, and the virtual characters can appear in a virtual container of the game scene when appearing in the game scene. A virtual container refers to a container that holds virtual supplies in a game scene, for example, the virtual container may include, but is not limited to, at least one of the following: schools, seas Jing Fang, villas, cannons, churches, toilets, etc.
The game in this embodiment may be a tactical competition game, such as "wild action", and the game in this embodiment may be a mobile phone game or a computer game.
The information processing method in the game in one embodiment of the present application may be run on the terminal device or the server. The terminal device may be a local terminal device. When the information processing method runs on a server, the operation method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the information processing method are completed on the cloud game server, the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device that operates is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a game, a plurality of players participating in the game join together in the same game play, after entering the game play, virtual characters of different players are assigned different character attributes, such as identity attributes, and different camps are determined by assigning different character attributes, so that the players win a game play by executing tasks assigned by the game in different play phases of the game play, for example, a plurality of virtual characters with A character attributes are "eliminated" by the virtual characters with B character attributes in the play phases, so as to obtain the winning of the game play.
The implementation environment provided in one embodiment of the present application may include: a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device are respectively communicated with the server to realize data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the in-game information processing method provided by the present application, and the game server is a server for executing the in-game information processing method provided by the present application. The first terminal device and the second terminal device can respectively communicate with the game server through the client.
Taking a first terminal device as an example, the first terminal device establishes communication with the game server through the operation client. In an alternative embodiment, the server establishes game play according to the game request from the client. The parameters of the game play may be determined according to the parameters in the received game request, for example, the parameters of the game play may include the number of people participating in the game play, the role level of the participating game play, and the like. And when the first terminal equipment receives the response of the server, displaying a virtual scene corresponding to the game play through a graphical user interface of the first terminal equipment. In an alternative embodiment, the server determines a target game for the client from the plurality of established game games according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game is displayed through the graphical user interface of the first terminal device. The first terminal equipment is equipment controlled by a first user, the virtual character displayed in the graphical user interface of the first terminal equipment is a player character controlled by the first user, and the first user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
Taking a second terminal device as an example, the second terminal device establishes communication with the game server through the operation client. In an alternative embodiment, the server establishes game play according to the game request from the client. The parameters of the game play may be determined according to the parameters in the received game request, for example, the parameters of the game play may include the number of people participating in the game play, the role level of the participating game play, and the like. And when the second terminal equipment receives the response of the server, displaying a virtual scene corresponding to the game play through a graphical user interface of the second terminal equipment. In an alternative embodiment, the server determines a target game for the client from the plurality of established game games according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game is displayed through the graphical user interface of the second terminal device. The second terminal equipment is equipment controlled by a second user, the virtual character displayed in the graphical user interface of the second terminal equipment is a player character controlled by the second user, and the second user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
The server calculates data according to game data reported by the first terminal equipment and the second terminal equipment, and synchronizes the calculated game data to the first terminal equipment and the second terminal equipment, so that the first terminal equipment and the second terminal equipment control the graphical user interface to render corresponding virtual scenes and/or virtual roles according to the synchronous data issued by the server.
In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game pair. The virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device may have the same character attribute, or may have different character attributes.
It should be noted that, the virtual character in the current game play may include two or more virtual characters, and different virtual characters may correspond to different terminal devices, that is, in the current game play, there are two or more terminal devices that perform transmission and synchronization of game data with the game server, respectively.
With the improvement of human social material life, games are rapidly developed as an entertainment activity. Among them, the tactical competition type game is favored by a wide range of players in its stimulated battlefield. In the current tactical competitive game, in order to facilitate pursuit of different players, a high-resource area and a common-resource area are provided, and players who want to take high-quality equipment often jump to the high-resource area, but face more potential combat, and cannot take the high-quality equipment is also an unknown number.
Currently, in order to facilitate player discrimination, a high resource area and a common resource area are set in a game, and some simple marks are made on a large map to remind players, besides, no prompt for the map resource area exists. However, since the information about the resource area is too little, the player does not know where to search for the material in particular, and will not have the material needed by himself even if he falls into the high-resource area; before a player enters a resource area or the game proceeds to the latter half, the player does not know whether some positions in the resource area are searched by other players or not, and a plurality of residual materials can be searched, so that more time is wasted when the player searches the materials.
Based on the above, the embodiment of the application provides an information processing method in a game, which can randomly select a search area on a large map and display the pick-up condition of target materials in the search area in real time, so that a player can know the residual condition of the materials in the search area in time, save time when searching the materials for the player, effectively improve the searching efficiency of virtual materials and help to accelerate the game process.
Referring to fig. 1, fig. 1 is a flowchart of a method for processing information in a game according to an embodiment of the application. As shown in fig. 1, a method provided by an embodiment of the present application includes:
And S110, controlling the target virtual character to move in the game scene or interact with other virtual characters in response to the control operation of the player on the target virtual character.
And S120, responding to the selection operation issued by the player for the map display area in the virtual map control, and determining a search area from the map display area.
S130, displaying the picking-up condition of the target materials in the searching area.
The terminal device according to the embodiment of the present application mainly refers to an intelligent device for providing a graphical user interface and capable of performing control operation on a virtual object, where the terminal device may include, but is not limited to, any one of the following devices: smart phones, tablet computers, portable computers, desktop computers, digital televisions, gaming machines, and the like. The terminal device has installed and running therein an application program supporting a game, such as an application program supporting a three-dimensional game or a two-dimensional game. In the embodiment of the application, the application program is introduced as a game application, and optionally, the application program can be a network online game application program or a single-machine game application program.
A graphical user interface is an interface display format in which a person communicates with a computer, allowing a user to manipulate icons or menu options on a screen using an input device such as a mouse, keyboard, joystick, etc., and also allowing a user to manipulate icons or menu options on a screen by performing a touch operation on a touch screen of a terminal device to select a command, start a program, or perform some other task, etc.
The steps of the foregoing examples provided in the embodiments of the present application will be described below by taking an example in which the foregoing method is applied to a terminal device.
In step S110, the game client on the terminal device controls the target virtual character to move in the game scene or interact with other virtual characters in response to the control operation of the player on the target virtual character.
The control operation may include controlling, by a keyboard, the target virtual character to move in the game scene or interact with other virtual characters on the computer terminal, or controlling, by a touch screen, the target virtual character to move in the game scene or interact with other virtual characters on the mobile terminal.
The target virtual character is a virtual character in the game of an account of a game client logged on the terminal device, i.e. a virtual character manipulated by a player corresponding to the account, but the possibility that the target virtual character is controlled by other application programs or artificial intelligence modules is not excluded.
In an embodiment of the present application, the game scenario corresponding to the target virtual character may include the above-mentioned game scenario corresponding to the tactical athletic game, the target virtual character manipulated by the player may move in the game scenario or interact with other virtual characters, and exemplary movement of the target virtual character in the game scenario may include, but is not limited to, at least one of the following: walking, running, jumping, climbing, lying down, picking up props and sending messages; the interaction of the target avatar with other avatars in the game scene may include, but is not limited to, at least one of: attack, release skills, chat, follow, trade, team. Here, the active virtual characters in the game scene may include other virtual characters manipulated by other players or other virtual characters manipulated by other non-players in addition to the target virtual characters manipulated by the player.
In step S120, the terminal device determines a search area from the map presentation area in response to a selection operation issued by the player for the map presentation area in the virtual map control.
In this step, the virtual map control is an interactive control for indicating geographic location information in the game, and the virtual map control may be displayed on the right side and the left side of a screen of the graphical user interface, or may be displayed in other positions convenient for operation and viewing, which is not particularly limited in the embodiment of the present application.
The virtual map control comprises a map display area, wherein the map display area is a thumbnail of a game scene, and displays a panoramic map of the game scene, the thumbnail is a picture obtained by shrinking the game scene according to a certain proportion, the map display area occupies a large space of the virtual map control, and can be arranged in the middle of the virtual map control, so that a player can conveniently view the panoramic map of the game scene.
In the embodiment of the present application, before step S120, the terminal device provides a virtual map control in the graphical user interface in response to a viewing operation acting on the minimap. Here, the map viewing process may be triggered by responding to the viewing operation of the small map on the terminal device by the player, so that a virtual map control is displayed in the graphical user interface, and the virtual map control includes a map display area for displaying the panoramic map of the game scene. After the view operation on the small map is responded, the displayed virtual map control can cover the small map, so that the area of the display screen occupied by the virtual map control is reduced.
Specifically, the operation of viewing may include an operation of clicking the minimap on the computer terminal through a mouse, or an operation of clicking or sliding the minimap on the mobile terminal through a touch screen.
It should be noted that, the map display area displays the small map in the unfolded state, because the small map is a panoramic map in which the game scene is reduced according to a certain proportion, when the small map is unfolded completely, the whole game scene is displayed, and thus, when the small map is unfolded, the map display area in the virtual map control can display the small map in the unfolded state completely.
In the embodiment of the present application, the selection operation issued by the player for the map display area may include a click operation on a predetermined area to be searched, or may include a frame selection operation on the map display area, and the following two embodiments are specifically described below:
in one embodiment, after dividing the map presentation area in the virtual map control into a plurality of areas to be searched, a search area is determined from the map presentation area in response to a click operation issued by a player for any of the areas to be searched.
In the step, a plurality of areas to be searched are determined by dividing a map display area in a virtual map control according to scene attributes; wherein the scene attribute includes any one of: resource intensive, building class.
Firstly, when the scene attribute comprises resource density, dividing the map display area into a plurality of areas to be searched according to the resource density. The plurality of areas to be searched comprise high resource areas rich in resources and common resource areas common in resources. For the high-resource area, although the resources are abundant, the challenges are also larger, more players in the high-resource area compete more and are more competitive, and the high-quality materials are eliminated by other players without being picked up.
Specifically, the probability of picking up the high-grade material in the high-resource area is higher than that of picking up the high-grade material in the common resource area, and the high-grade material has a larger influence on the war of the virtual character in the game of the player, and can obviously improve the winning probability of the player to obtain the game of the player, such as a third-level head, a third-level first, a high-power mirror and the like.
For example, when the map display area is divided into a plurality of areas to be searched according to the resource density, in order to make the resource distribution more uniform, the map display area is divided according to a division mode that each area to be searched necessarily contains one piece of advanced material, so that no matter which area to be searched has an opportunity to search for the advanced material by a player, further, in some high-resource areas, the area of the area to be searched may be smaller, and in some low-resource areas, the area of the area to be searched may be larger.
Secondly, when the scene attribute comprises the building type, dividing the map display area into a plurality of areas to be searched according to the building type when the scene attribute comprises the building type. The building types may be set according to game scenes of tactical athletic games, such as Y city, S mountain ruins, P city, military bases, G harbor, etc.
Therefore, when the player searches for materials, the player can search for the designated areas, and the player can accurately find the areas to be searched because the search areas are divided according to the building types and the positions are more accurate.
Further, after dividing the map display area in the virtual map control into a plurality of to-be-searched areas, marking an area identifier for each to-be-searched area in the map display area, wherein the area identifier is used for distinguishing the divided plurality of to-be-searched areas; the virtual map control can also display an identification list aiming at the divided multiple areas to be searched, wherein the identification list comprises a list identification corresponding to each area to be searched, and a check box can be arranged at a position corresponding to each list identification. Here, the area identifier or the list identifier may be a special symbol, an area name, or an english abbreviation of an area, or the like.
In the embodiment of the application, the search area refers to an area which possibly contains target materials required by a player, so that when the search area is determined, click operation can be issued to an area identifier corresponding to the area to be searched, and click operation can be issued to a list identifier corresponding to the area to be searched, and the specific description is as follows:
the terminal device can determine the searching area from the map display area in response to clicking operation issued by the player for the area identifier corresponding to any area to be searched. The clicking operation may be applied to a preset range of the area identifier. Here, the preset range refers to an action range in response to the clicking operation, and the preset range may be a circular range centered on the location of the area identifier and having a predetermined length as a radius, and it should be understood that the present application is not limited to the preset range but may be other shapes.
Secondly, the terminal equipment can also respond to clicking operation issued by a player aiming at the list identification corresponding to any area to be searched, and the searching area is determined from the map display area. The clicking operation may be applied to the list identifier, or may be applied to a checkbox corresponding to the list identifier.
Furthermore, the selecting operation may include an operation of clicking the region identifier or the list identifier corresponding to the region to be searched on the computer end through a mouse, or an operation of clicking or sliding the region identifier or the list identifier corresponding to the region to be searched on the mobile terminal through a touch screen.
In another embodiment, in response to a player selecting an area on a map presentation area in a virtual map control, an area selected from the map presentation area is determined as a search area.
In this step, a frame selection operation is issued to the terminal device by the game player, the frame selection operation being for selecting a region in the map display area in a frame manner to determine the region selected by the frame as a search region. When the player performs the frame selection operation in the map display area, the frame selection frame corresponding to the frame selection operation may be displayed in different shapes, such as a rectangle, a square, a circle, or an irregular figure.
The frame selection operation can be that a cursor of a mouse acts in the map display area aiming at the computer end, and the left mouse button sliding operation is executed in the map display area, when the execution of the left mouse button sliding operation is finished, a prompt tone is fed back to the target virtual character along with the end of the left mouse button sliding operation, so that the target virtual character knows the search area in time and is determined.
For the mobile phone end, the executed frame selection operation can be a touch operation of a finger of a player in a map display area on the touch screen, the touch operation can be a sliding operation, and after the execution of the sliding operation is finished, a prompt tone is fed back to the target virtual character along with the end of the sliding operation, so that the target virtual character knows that the search area is determined in time.
In step S130, the pickup situation of the target material in the search area is displayed.
In this step, the pick-up condition may include whether there is an object material that has not been picked up; alternatively, there is a probability that the target material is not picked up.
Specifically, the picking-up condition of the target material can be displayed in the region except the map display region in the virtual map control, so that the sight of the player for viewing the target material is not blocked; the picking-up condition of the target materials can be directly displayed in the searching area, so that the picking-up condition of the target materials can be more intuitively displayed.
In a preferred embodiment, step S130 includes:
step 1301, determining the material picking probability of the target material in the searching area according to the historical picking condition of the target material in the searching area.
Step 1302, displaying the material picking probability of the target material in the search area.
In step 1301, the target material is a virtual material required by the player in the game of the game, which may be an advanced material required by most players, such as a tertiary first, a high power mirror, etc., or a common material commonly used by players in the game, such as a tera knife, a soul chop, etc.
In the embodiment of the application, the target material comprises a virtual material in a self-defined state and/or at least one virtual material in a default state; the virtual supplies in the default state comprise virtual supplies preset by the system and/or virtual supplies set by a player before the game of the player starts; for example, tertiary nail, golden near weapon, golden remote weapon, etc.; the virtual materials in the custom state are virtual materials input by the player on a material display area in the virtual map control, such as a too-knife, a soul chopping and the like.
Wherein, the virtual materials in the custom state can be determined by the following steps: and responding to the material input operation issued by the player aiming at the material display area in the virtual map control, and obtaining the virtual material in the self-defined state on the graphical user interface.
Here, the history pickup situation refers to a material pickup position searched by a history player in a search area of a current game pair, and the history player refers to other players searched in the search area before a player who controls a target virtual character in the current game selects the search area. In this way, the material pickup probability of the target material in the search area can be determined according to the material pickup probabilities corresponding to all the material pickup positions not searched by the history player; specifically, the material pickup probability of the target material in the search area may be calculated using the position refresh probability and the material refresh probability corresponding to the material pickup position not searched by the history player.
In this way, the results of searching in the search area by other players may affect the probability of picking up materials in the embodiment of the present application. When the more the other players find the material picking positions in the searching area, the smaller the material picking probability that the player controlling the target virtual character can pick up the target material in the searching area, and the player is helped to know the basic condition that the player can search the target material in the searching area in time by displaying the material picking probability to the player in real time, so that the player is helped to judge whether to search in the searching area.
Specifically, in the embodiment of the present application, the probability of material pickup of the target material in the search area is specifically described:
according to the material picking positions searched by the historical player in the searching area of the current game, determining material picking positions which are not searched by the historical player in the searching area and the position refreshing probability of each material picking position in the searching area;
determining, for each material pickup location, a material refresh probability at the material pickup location;
and determining the material picking probability of the target material in the search area according to the position refreshing probability and the material refreshing probability corresponding to each material picking position.
The material picking-up position refers to a position used for picking up virtual materials in the game scene, the position refreshing probability refers to the possibility that the position in the game scene is the material picking-up position, and the material refreshing probability refers to the possibility that the target materials can be refreshed out from the material picking-up position in the game scene.
Specifically, a plurality of material picking positions in the search area are determined according to the search area, the probability that the material picking position can refresh the target material can be calculated by using the product of the position refreshing probability and the material refreshing probability for each material picking position, the probability that the material picking position cannot refresh the target material is further obtained, the calculated probabilities that the target material cannot be refreshed corresponding to all the material picking positions in the search area are multiplied, the total probability that the target material cannot be refreshed in the search area can be obtained, and the material picking probability of the target material in the search area is further obtained.
Preferably, the material pickup probability of the target material in the search area may be determined by the following formula:
P=1-(1-w1×p1)×(1-w2×p2)……(1-wn×pn);
wherein P represents a material pickup probability of a target material in the search area, w1 represents a position refresh probability of a first material pickup position in the search area, w2 represents a position refresh probability of a second material pickup position in the search area, wn represents a position refresh probability of an nth material pickup position in the search area, P1 represents a material refresh probability at the first material pickup position, P2 represents a material refresh probability at the second material pickup position, and pn represents a material refresh probability at the nth material pickup position.
In a preferred embodiment of the present application, the material picking positions may include a first material picking position and a second material picking position, and the material refresh probability of the target material at the first material picking position is greater than the material refresh probability of the target material at the second material picking position.
For example, the material picking position may refer to a virtual container for holding virtual materials in a game scene, such as a house, a box, etc., and then the first material picking position corresponds to a high-level virtual container and the second material picking position corresponds to a low-level virtual container. For example, when the target material is the third-level first, for a certain first material picking position, the first material picking position refreshes the position refresh probability of the advanced virtual container to be 50%, the material refresh probability of the advanced virtual container refreshes the third-level first to be 80%, and the probability that the first material picking position cannot refresh the third-level first to be 1-50% ×80% =60%, so that the first material picking position can refresh the material picking probability of the third-level first to be 1-60% =40%; for a certain second material picking position, the position refreshing probability of the second material picking position refreshing a low-level virtual container is 60%, the material refreshing probability of the low-level virtual container refreshing a third-level nail is 10%, the probability of the second material picking position failing to refresh the third-level nail is 1-60% ×10% =94%, and the material picking probability of the second material picking position capable of refreshing the third-level nail is 1-94% =6%. Here, when the search area includes the first material pickup position and the second material pickup position mentioned above, the search area can refresh the material pickup probability of the tertiary nail to 1-60% ×94% =43.6%.
By way of example, assuming that 10 bins have been refreshed in the search area, each bin having a 10% probability of exiting the tertiary nail, the probability of the search area exiting the tertiary nail should be: 1-0.9≡10=65.1%; further, when the player has opened 4 boxes, but none of the 4 boxes have opened a third class armor, then the search area has only 6 boxes left, and thus the probability that the search area can open a third class armor becomes: 1-0.9≡6=46.9%; it follows that as more boxes are found in the search area by other players, the material pickup probability that a player controlling the target virtual character can pick up the target material in the search area is smaller.
In step 1302, a material pickup probability of the target material in the search area is displayed.
Here, in addition to displaying the material pickup probability of the target material, the name of the target material or the like may be displayed.
In the embodiment of the application, the virtual map control may further include a material display area, where the material display area is used to display the pickup condition of the target material, such as a material pickup probability, a virtual material name, etc., where the material pickup probability refers to the proportion of the player picking up the target material in the search area; the material display area may be set in any area except the map display area in the virtual map control, and may also be set on the map display area, which is not limited in particular by the embodiment of the present application.
Specifically, according to different classifications of the virtual materials, the material display area can be divided into a plurality of areas to obtain a plurality of map display subareas, and each map display subarea corresponds to one type of virtual material, so that a player can more intuitively observe the display content of the virtual material; for example, the virtual materials can be divided into weapons, carriers, clothes and the like according to the attribute, and the weapons, the carriers and the clothes correspond to a map display subarea respectively; for example, the virtual materials can be further divided into virtual materials in a default state and virtual materials in a custom state according to the source, and display contents corresponding to the material picking probability of the virtual materials in the default state in the searching area are displayed in the first material display subarea, and display contents corresponding to the material picking probability of the virtual materials in the custom state in the searching area are displayed in the second material display subarea.
In a preferred embodiment, the target material includes a virtual material in a custom state and at least one virtual material in a default state, step 1302 includes: displaying the material picking probability of at least one virtual material in a default state in a first material display subarea of the virtual map control, and displaying the material picking probability of the virtual material in a custom state in a second material display subarea of the virtual map control; the first material display subarea and the second material display subarea are arranged in the virtual map control in areas except for the map display areas.
In the step, display content corresponding to the material picking probability of the virtual material in the searching area under the default state is displayed in a first material display subarea of the virtual map control, and display content corresponding to the material picking probability of the virtual material in the self-defined state is displayed in a second material display subarea of the virtual map control; wherein, the first material show subregion and second material show subregion set up in the virtual map control except the regional of map show district, show the content can include: the name of the target material, the material pickup probability value, etc.
For example, the first material display sub-area and the second material display sub-area may be disposed above the map display area in parallel, where the first material display sub-area is used to display content corresponding to a material pickup probability of the virtual material in the search area in a default state. Here, the content displayed by the first material display subarea is triggered by a selection operation issued by the player for the map display area in the virtual map control; the second material display subarea is used for displaying display contents corresponding to the material picking probability of the virtual material in the search area in the user-defined state, and the contents displayed by the second material display subarea are triggered by the material input operation issued by the player aiming at the map display area in the virtual map control.
For example, referring to fig. 2, fig. 2 is a schematic illustration showing a virtual map control according to an embodiment of the present application. As shown in fig. 2, a map display area 210, a first material display sub-area 220 and a second material display sub-area 230 are displayed on the virtual map control 200, and a temple of the sun is framed on the map display area 210, then the first material display sub-area 220 can directly display content corresponding to the material pickup probability of the virtual material in the temple of the sun in a default state, for example, the material pickup probability of the third class first is 80%, the material pickup probability of the gold near weapon is 70% and the material pickup probability of the gold remote weapon is 75%; since the second material display sub-area 230 displays the display content corresponding to the material picking probability of the virtual material in the temple in the custom state; furthermore, before displaying the content corresponding to the material picking probability of the virtual material in the temple in the custom state, the player needs to input the target material, such as the name, the type, the quality, etc., of the target material in the second material display sub-area 230, and then click the confirm button, so as to obtain the material picking probability of the target material in the temple in the custom state.
Compared with the prior art, aiming at a high resource area and a common resource area in the game, the information processing method in the game provided by the embodiment of the application has the advantages that some simple marks are made on a large map to remind a player, but because the information about the resource area is too little, the player does not know which position is in the high resource area to search for materials, the player does not have the required materials, and the player does not know whether the positions are searched for by other players or not.
Based on the same inventive concept, the embodiment of the present application further provides an information processing device in a game corresponding to the information processing method in a game, and since the principle of solving the problem by the device in the embodiment of the present application is similar to that of the operation method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repetition is omitted.
Referring to fig. 3, fig. 3 is a schematic structural diagram of an information processing device in a game according to an embodiment of the application. As shown in fig. 3, in the information processing apparatus in a game provided by the embodiment of the present application, a graphical user interface is provided through a terminal device, a virtual map control is displayed on the graphical user interface, a map display area in the virtual map control is a thumbnail of a game scene, and an operation apparatus 300 includes:
a control response module 310, configured to control the target virtual character to move in the game scene or interact with other virtual characters in response to a control operation of the player on the target virtual character;
a selection response module 320, configured to determine a search area from the map presentation area in response to a selection operation issued by the player for the map presentation area in the virtual map control;
and the condition display module 330 is used for displaying the picking condition of the target materials in the search area.
In one embodiment of the present application, the condition display module 330 is specifically configured to:
determining the material picking probability of the target material in the searching area according to the historical picking condition of the target material in the searching area;
and displaying the material picking probability of the target material in the search area.
In one embodiment of the present application, the selection response module 320 is specifically configured to:
after dividing the map presentation area in the virtual map control into a plurality of areas to be searched, determining a search area from the map presentation area in response to clicking operation issued by a player for any area to be searched.
In one embodiment of the application, the plurality of areas to be searched are determined by dividing a map display area in the virtual map control according to scene attributes; wherein the scene attribute includes any one of: resource intensive, building class.
In one embodiment of the present application, the selection response module 320 is specifically further configured to:
in response to a player's selection operation for a box on a map presentation area in a virtual map control, an area selected from the box in the map presentation area is determined as a search area.
In one embodiment of the present application, the probability determination module 330 is specifically configured to:
according to the material picking positions searched by the historical player in the searching area of the current game, determining material picking positions which are not searched by the historical player in the searching area and the position refreshing probability of each material picking position in the searching area;
Determining, for each material pickup location, a material refresh probability at the material pickup location;
and determining the material picking probability of the target material in the search area according to the position refreshing probability and the material refreshing probability corresponding to each material picking position.
In one embodiment of the present application, probability determination module 330 is configured to determine a probability of pickup of a target asset in the search area by:
P=1-(1-w1×p1)×(1-w2×p2)……(1-wn×pn);
wherein P represents a material pickup probability of a target material in the search area, w1 represents a position refresh probability of a first material pickup position in the search area, w2 represents a position refresh probability of a second material pickup position in the search area, wn represents a position refresh probability of an nth material pickup position in the search area, P1 represents a material refresh probability at the first material pickup position, P2 represents a material refresh probability at the second material pickup position, and pn represents a material refresh probability at the nth material pickup position.
In one embodiment of the application, the material pick-up locations include a first material pick-up location and a second material pick-up location; wherein, the material refreshing probability of the target material at the first material picking position is greater than the material refreshing probability of the target material at the second material picking position; the historical material refresh probability of the target material at the first material pick-up location is greater than the historical material refresh probability of the target material at the second material pick-up location.
In one embodiment of the present application, the target material includes at least one virtual material in a default state and/or a virtual material in a custom state; the virtual supplies in the default state comprise virtual supplies preset by the system and/or virtual supplies set by a player before the game of the player starts; the virtual materials in the custom state are virtual materials input by the player on a material display area in the virtual map control.
In one embodiment of the present application, the target materials include at least one virtual material in a default state and a virtual material in a custom state, and the condition display module 330 is specifically configured to:
displaying the material picking probability of at least one virtual material in a default state in a first material display subarea of the virtual map control, and displaying the material picking probability of the virtual material in a custom state in a second material display subarea of the virtual map control; the first material display subarea and the second material display subarea are arranged in the virtual map control in areas except for the map display areas.
The information processing device in the game provided by the embodiment of the application can randomly select the searching area on the large map, and display the material picking probability to the player in real time according to the historical material picking condition in the searching area, so that the player can know the material remaining condition in the searching area in time, time is saved when searching the material for the player, and the game progress is further quickened.
Referring to fig. 4, fig. 4 is a schematic structural diagram of an electronic device according to an embodiment of the application. As shown in fig. 4, the electronic device 400 includes a processor 410, a memory 420, and a bus 430.
The memory 420 stores machine-readable instructions executable by the processor 410, and when the electronic device 400 is running, the processor 410 communicates with the memory 420 through the bus 430, and when the machine-readable instructions are executed by the processor 410, the steps of the information processing method in the game in the method embodiment shown in fig. 1 can be executed, and the specific implementation is referred to the method embodiment and will not be described herein.
The embodiment of the present application further provides a computer readable storage medium, where a computer program is stored, where the computer program when executed by a processor may perform the steps of the information processing method in the game in the method embodiment shown in fig. 1, and the specific implementation manner may refer to the method embodiment and will not be described herein.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described systems, apparatuses and units may refer to corresponding procedures in the foregoing method embodiments, and are not repeated herein.
In the several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the above examples are only specific embodiments of the present application, and are not intended to limit the scope of the present application, but it should be understood by those skilled in the art that the present application is not limited thereto, and that the present application is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present application, and are intended to be included in the scope of the present application. Therefore, the protection scope of the application is subject to the protection scope of the claims.

Claims (13)

1. An information processing method in a game is characterized in that a graphical user interface is provided through a terminal device, a virtual map control is displayed on the graphical user interface, and a map display area in the virtual map control is a thumbnail of a game scene, and the method comprises the following steps:
responding to the control operation of the player aiming at the target virtual character, and controlling the target virtual character to move in a game scene or interact with other virtual characters;
determining a search area from a map presentation area in a virtual map control in response to a selection operation issued by a player for the map presentation area;
and displaying the picking-up condition of the target materials in the searching area.
2. The method of claim 1, wherein the step of displaying the pick-up of the target material in the search area comprises:
determining the material picking probability of the target material in the searching area according to the historical picking condition of the target material in the searching area;
and displaying the material picking probability of the target material in the searching area.
3. The method of claim 1, wherein the step of determining a search area from a map presentation area in a virtual map control in response to a selection operation by a player for the map presentation area comprises:
After dividing a map presentation area in a virtual map control into a plurality of areas to be searched, determining a search area from the map presentation area in response to clicking operation issued by a player for any area to be searched.
4. The method of claim 3, wherein the number of areas to be searched is determined by dividing a map presentation area in a virtual map control by scene attribute; wherein, the scene attribute comprises any one of the following: resource intensive, building class.
5. The method of claim 1, wherein the step of determining a search area from a map presentation area in a virtual map control in response to a selection operation by a player for the map presentation area comprises:
in response to a player selecting an area on a map presentation area in a virtual map control, determining an area selected from the map presentation area as a search area.
6. The method of claim 2, wherein the step of determining a material pick probability for the target material in the search area based on historical pick conditions for the target material in the search area comprises:
According to the material picking positions searched by the historical player in the searching area of the current game, determining material picking positions which are not searched by the historical player in the searching area and the position refreshing probability of each material picking position in the searching area;
determining, for each material pickup location, a material refresh probability at the material pickup location;
and determining the material picking probability of the target material in the search area according to the position refreshing probability and the material refreshing probability corresponding to each material picking position.
7. The method of claim 6, wherein the probability of pickup of the target asset in the search area is determined by the following equation:
P=1-(1-w1×p1)×(1-w2×p2)……(1-wn×pn);
wherein P represents a material pickup probability of a target material in the search area, w1 represents a position refresh probability of a first material pickup position in the search area, w2 represents a position refresh probability of a second material pickup position in the search area, wn represents a position refresh probability of an nth material pickup position in the search area, P1 represents a material refresh probability at the first material pickup position, P2 represents a material refresh probability at the second material pickup position, and pn represents a material refresh probability at the nth material pickup position.
8. The method of claim 6, wherein the asset pick up locations comprise a first asset pick up location and a second asset pick up location; wherein the target material refreshing probability at the first material picking position is greater than the target material refreshing probability at the second material picking position; the historical material refresh probability of the target material at the first material pick-up location is greater than the historical material refresh probability of the target material at the second material pick-up location.
9. The method according to claim 1, wherein the target material comprises at least one virtual material in a default state and/or a virtual material in a custom state; the virtual supplies in the default state comprise virtual supplies preset by the system and/or virtual supplies set by a player before the game of the player starts; the virtual materials in the custom state are virtual materials input by the player on a material display area in the virtual map control.
10. The method of claim 2, wherein the target material comprises a virtual material in a custom state and at least one virtual material in a default state;
The step of displaying the material picking probability of the target material in the search area comprises the following steps:
displaying the material picking probability of at least one virtual material in a default state in a first material display subarea of the virtual map control, and displaying the material picking probability of the virtual material in a custom state in a second material display subarea of the virtual map control; wherein the first and second material display sub-areas are disposed in an area of the virtual map control other than the map display area.
11. An information processing apparatus in a game, characterized in that a graphical user interface is provided by a terminal device, a virtual map control is displayed on the graphical user interface, and a map display area in the virtual map control is a thumbnail of a game scene, the apparatus comprising:
the control response module is used for responding to the control operation of the player aiming at the target virtual character and controlling the target virtual character to move in the game scene or interact with other virtual characters;
the selection response module is used for responding to the selection operation issued by a player for a map display area in the virtual map control, and determining a search area from the map display area;
And the condition display module is used for displaying the picking-up condition of the target materials in the search area.
12. An electronic device, comprising: a processor, a memory and a bus, said memory storing machine readable instructions executable by said processor, said processor and said memory communicating over the bus when the electronic device is running, said processor executing said machine readable instructions to perform the steps of the information processing method in a game as claimed in any one of claims 1 to 10.
13. A computer-readable storage medium, on which a computer program is stored, which computer program, when being executed by a processor, performs the steps of the information processing method in a game according to any one of claims 1 to 10.
CN202210146425.8A 2022-02-17 2022-02-17 Information processing method and device in game, electronic equipment and readable storage medium Pending CN116661646A (en)

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Application Number Priority Date Filing Date Title
CN202210146425.8A CN116661646A (en) 2022-02-17 2022-02-17 Information processing method and device in game, electronic equipment and readable storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202210146425.8A CN116661646A (en) 2022-02-17 2022-02-17 Information processing method and device in game, electronic equipment and readable storage medium

Publications (1)

Publication Number Publication Date
CN116661646A true CN116661646A (en) 2023-08-29

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CN202210146425.8A Pending CN116661646A (en) 2022-02-17 2022-02-17 Information processing method and device in game, electronic equipment and readable storage medium

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Country Link
CN (1) CN116661646A (en)

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