CN109865286B - Information processing method and device in game and storage medium - Google Patents

Information processing method and device in game and storage medium Download PDF

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CN109865286B
CN109865286B CN201910124991.7A CN201910124991A CN109865286B CN 109865286 B CN109865286 B CN 109865286B CN 201910124991 A CN201910124991 A CN 201910124991A CN 109865286 B CN109865286 B CN 109865286B
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virtual
skill
target object
game
preset
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CN109865286A (en
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李靖
魏一明
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Abstract

The embodiment of the invention provides an information processing method, a device and a storage medium in a game, wherein the method comprises the following steps: displaying a skill control and a minimap which are possessed by a first virtual object controlled by a player on a game interaction interface, wherein the position of the virtual object in a game scene is marked in the minimap, the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object comprises N second virtual objects, and N is an integer greater than or equal to 1; responding to a first operation which starts from the skill control and slides into the minimap, and updating a target object to be released of preset virtual skill in the minimap according to the first operation, wherein the target object to be released is at least one of N second virtual objects; and responding to the second operation, and locking the target object to be released as a target object of the preset virtual skill. The dead-angle-free top view advantage of the small map is utilized, a player can conveniently lock virtual objects controlled by other players, and the game experience of the player is improved.

Description

Information processing method and device in game and storage medium
Technical Field
The present invention relates to information processing technologies, and in particular, to an information processing method and apparatus in a game, and a storage medium.
Background
With the development of online games, the competitive game is a mainstream online game, and functions of the competitive game are more and more abundant, so that game experience of players is improved. In the race type game, understanding the movement of the opponent-controlled virtual object that participates in the game has a great influence on the player's understanding of the progress of the race and winning the game.
In the prior art, a player can control a virtual object controlled by the player to release skills or props to other virtual objects in a visual field range of the virtual object so as to weaken or strengthen the abilities of the other virtual objects, but when other virtual objects outside the visual field range, such as other virtual objects, are located at two sides or behind the virtual object controlled by the player, the player cannot conveniently release the skills or props to the other virtual objects, so that the game experience of the player is influenced.
Disclosure of Invention
Embodiments of the present invention provide an information processing method and apparatus in a game, and a storage medium, which are used to facilitate a player to assist other virtual objects located outside a visual field of a virtual object controlled by the player, thereby improving game experience of the player.
In a first aspect, an embodiment of the present invention provides an information processing method in a game, including:
displaying a skill control and a minimap which are provided for a first virtual object controlled by a player on a game interaction interface, wherein the position of the virtual object in a game scene is marked in the minimap, the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object comprises N second virtual objects, and N is an integer greater than or equal to 1;
responding to a first operation which starts from the skill control and slides into the minimap, and updating a target object to be released of the preset virtual skill in the minimap according to the first operation, wherein the target object to be released is at least one of the N second virtual objects;
and responding to the second operation, and locking the target object to be released as the target object of the preset virtual skill.
In a second aspect, an embodiment of the present invention provides an information processing apparatus in a game, including:
the game playing method comprises the steps that a display module is used for displaying a skill control and a minimap which are possessed by a first virtual object and controlled by a player on a game interaction interface, wherein the position of the virtual object in a game scene is marked in the minimap, the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object comprises N second virtual objects, and N is an integer greater than or equal to 1;
the processing module is used for responding to a first operation which starts from the skill control and slides into the small map, updating a target object to be released of the preset virtual skill in the small map according to the first operation, wherein the target object to be released is at least one of the N second virtual objects; and responding to a second operation, and locking the target object to be released as the target object of the preset virtual skill.
In a third aspect, an embodiment of the present invention provides a terminal, including:
a memory for storing program instructions, a display device, and a processor;
the program instructions, when executed by the processor, cause the terminal to implement the in-game information processing method as defined in any one of the first aspects.
In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements the information processing method in a game according to any one of the first aspect.
The embodiment of the invention provides an information processing method, an information processing device and a storage medium in a game, which are characterized in that a skill control and a small map which are possessed by a first virtual object controlled by a player are firstly displayed on a game interaction interface, wherein the position of the virtual object in a game scene is marked in the small map, the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object comprises N second virtual objects, N is an integer which is greater than or equal to 1, then, a first operation which is started from the skill control and slides into the small map is responded, a target object to be released of the preset virtual skill is updated in the small map according to the first operation, the target object to be released is at least one of the N second virtual objects, and finally, the target object to be released is locked as the target object of the preset virtual skill in response to the second operation. Because the minimap has the advantage of no dead angle top view, the player can know the position of the virtual object in the game scene through the minimap, so that the player can conveniently assist the virtual object controlled by other players, for example, the player can conveniently lock other virtual objects outside the visual field range of the virtual object controlled by the player, and the game experience of the player is improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, a brief description will be given below of the drawings required for the embodiments or the technical solutions in the prior art, and it is obvious that the drawings in the following description are some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without creative efforts.
Fig. 1 is a flowchart of an information processing method in a game according to an embodiment of the present invention;
FIG. 2 is a diagram illustrating an example of an interface of an information processing method in a game according to an embodiment of the present invention;
FIG. 3 is a diagram of another example of an interface of an information processing method in a game according to an embodiment of the present invention;
FIG. 4 is a flow chart of an information processing method in a game according to another embodiment of the present invention;
FIG. 5 is a diagram illustrating an example of another interface of an information processing method in a game according to an embodiment of the present invention;
FIG. 6 is a schematic structural diagram of an information processing apparatus in a game according to an embodiment of the present invention;
fig. 7 is a schematic structural diagram of a terminal according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first", "second", and the like in the various parts of the embodiments and drawings are used for distinguishing similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or 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 method flow diagrams of the embodiments of the invention described below are merely exemplary and do not necessarily include all of the contents and steps, nor do they necessarily have to be performed in the order described. For example, some steps may be broken down and some steps may be combined or partially combined, so that the order of actual execution may be changed according to actual circumstances.
The functional blocks in the block diagrams referred to in the embodiments of the present invention described below are only functional entities and do not necessarily correspond to physically separate entities. I.e. these functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processors and/or microcontrollers.
The following describes an information processing method, an information processing apparatus, and a storage medium in a game according to embodiments of the present invention with reference to a plurality of examples.
Fig. 1 is a flowchart of an information processing method in a game according to an embodiment of the present invention. The information processing method in the game can be realized by executing corresponding software codes by a processing device, such as a processor, of the terminal installed by the game software/client, or by executing corresponding software codes by the processing device of the terminal and combining other hardware entities. Examples of the terminal include a desktop computer, a notebook, a Personal Digital Assistant (PDA), a smart phone, a tablet computer, and a game machine. This embodiment is described with a terminal as the execution subject. The execution mode of the server is similar, and this embodiment is not described herein again.
The processor of the terminal can generate a game interactive interface by executing the software application and rendering on the display equipment of the terminal, and during the process of generating the game interactive interface, a virtual object corresponding to a game can be generated by rendering on the game interactive interface. The virtual object may be referred to as a game object, or, an object. Specifically, the player may download a game-like application program or a web page program of a browser and install the game-like application program or the web page program on the terminal, and if the game application runs on the terminal, the game interaction interface may be rendered and generated on a display device of the terminal. The player can operate through the game interaction interface of the display device of the terminal to realize the control of the virtual object, so as to play the game. Meanwhile, the game interaction interface can also display scenes, prompt information, small maps and the like in the running game.
The software application may be a race-type game application in which virtual objects controlled by different players (hereinafter, distinguishing a first virtual object from a second virtual object) can achieve a race between different virtual objects by moving in a preset area along a preset movement route toward a positive direction starting from the same start point line to reach a finish point line as soon as possible.
During the race, the virtual object may be in a stationary state, an accelerated motion state, a uniform motion state, or a decelerated motion state. And, the velocity of the virtual object has a range: 0 to a preset maximum speed. In an embodiment of the present invention, after the virtual object is accelerated to the preset maximum speed, if there is no deceleration operation, the virtual object moves at the preset maximum speed at a constant speed. In other alternative embodiments, the acceleration of the virtual object may also be controlled by an acceleration control, and if there is no acceleration operation, the virtual object moves in a deceleration manner. As for the acceleration and deceleration control method of the virtual object, the embodiment of the present invention does not limit this.
The virtual object may be, for example, a virtual racing car such as a virtual bicycle, a virtual motorcycle, or a virtual car, or may be a quickly steerable object such as a virtual sled, a virtual aircraft, a virtual sphere, a virtual wheel, or a virtual character. The preset area may be, for example, a road in a game scene where the virtual object is located, which is also called a channel, a track, or the like.
In any embodiment of the present invention, the virtual object currently controlled by the player is referred to as a "first virtual object", and other virtual objects than the first virtual object are referred to as "second virtual objects".
As shown in fig. 1, the information processing method in the game shown in the present embodiment includes the following steps:
s101, displaying a skill control and a minimap of a first virtual object controlled by a player on a game interaction interface.
Wherein, the position of the virtual object in the game scene is marked in the small map. The virtual object here includes N second virtual objects, N being an integer greater than or equal to 1. Optionally, the virtual object herein may also include the first virtual object. That is, the position of the virtual object in the game scene marked in the small map may include: the positions of all the second virtual objects in the game scene can be only marked in the small map; or, only the position of a second virtual object located within the preset range of the first virtual object in the game scene may be marked in the small map; or, the positions of the first virtual object and all the second virtual objects in the game scene can be marked in the small map; alternatively, the map may indicate the positions of the first virtual object and a second virtual object located within a preset range of the first virtual object in the game scene.
It should be noted that, in the first person perspective, the first virtual object is not displayed in the game interaction interface, and in the third person perspective, the first virtual object is displayed in the game interaction interface, or whether the first virtual object controlled by the player is displayed in the game interaction interface or not needs to be set according to an actual situation, which is not limited in the embodiment of the present invention. During the game, since the first virtual object and the second virtual object are both in motion, the positions in the game scene and the relative distances between them are always changed, and the second virtual objects in the field of view of the first virtual object may also be changed, for example, the number of the second virtual objects in the field of view of the first virtual object is either N1 or N2, where N1 is not equal to N2, and both N1 and N2 are less than N, that is, not all the second virtual objects are in the field of view of the first virtual object (part of the second virtual objects are outside the field of view of the first virtual object). Therefore, the embodiment of the invention utilizes the dead-angle-free top view advantage of the small map, and marks the positions of all the virtual objects in the game scene in the small map, so that the player can know the positions of all the virtual objects and the condition of the first virtual object controlled by the player in the current course through the small map.
The player can obtain the skill control through controlling the first virtual object to complete the preset task or through a purchasing mode, and the skill control is the skill control possessed by the first virtual object. The skill control corresponds to a preset virtual skill of the first virtual object. Through the skill control, the player may release the preset virtual skill to the other player-controlled second virtual object, e.g., make an obstacle to or reduce the speed of the other player-controlled second virtual object, etc. The embodiments of the present invention are not limited to the specific functions and number of the skill controls.
In the example shown in fig. 2, a first-person view racing game is taken as an example for explanation, wherein the virtual object is a virtual car, but the embodiment of the present invention is not limited thereto. It should be noted that the above determination regarding inside/outside of the visual field range, that is, the determination regarding the visual field range of the first virtual object, is centered on the virtual camera, and the game scene content rendered on the display device of the terminal corresponds to a partial scene content captured by the virtual camera.
Generally, in a first person game, the virtual camera may be the "eye" of the player in the game, the virtual camera may be disposed at the head of the first virtual object, the orientation of the virtual camera follows the rotation of the first virtual object; in some third person games (e.g., 3D games), the virtual camera may be disposed behind and above the first virtual object, and a mapping relationship is set between the vector distance of the virtual joystick control and the rotation angle of the virtual camera to control the virtual camera to rotate; in some third person games (such as 2.5D games), a virtual camera may be arranged above the top of the first virtual object to take a fixed angle view of a game scene in a certain area around the first virtual object in a top view manner.
In the present exemplary embodiment, the visual field range of the first virtual object is the viewport range of the virtual camera, and as described above, the visual field range of the first virtual object is the range of the partial game scene captured by the virtual camera and displayed on the game interactive interface, for example, as shown in fig. 2.
In FIG. 2, the minimap is located in the upper right corner of the game interaction interface, but embodiments of the invention are not so limited. Referring to the small map, in this example, the number of the virtual objects is 5, where the number of the first virtual object is 1, the number of the second virtual object is 4, that is, N takes a value of 4, and the first virtual object is ranked fifth in the current course.
And S102, responding to a first operation which is started from the skill control and slides into the minimap, and updating the target object to be released of the preset virtual skill in the minimap according to the first operation.
And the target object to be released is at least one of the N second virtual objects. The target object to be released is an attack object of the preset virtual skill in the releasing process, and may be one second virtual object or at least two second virtual objects, and the specific number is determined according to the actual situation.
In practical application, when a player performs operation in the game interactive interface, the terminal detects the operation of the player on the game interactive interface. For example, when the player wants to release the preset virtual skill corresponding to the skill control to the second virtual object, the player inputs a first operation starting from the skill control and sliding to the minimap on the skill control displayed on the game interactive interface, and the skill control is moved to the minimap through the first operation, as shown in fig. 2.
The first operation may be a touch operation, or a click-slide operation performed by a mouse, or a click-slide operation performed by a stylus, or a continuous operation in which a long press is performed and a slide is generated on the basis of the long press, and so on.
Correspondingly, the terminal responds to the first operation, and updates the target object to be released of the preset virtual skill in the small map according to the first operation. In the minimap, the target object to be released corresponding to the preset virtual skill can also be changed along with the difference of the sliding position of the first operation, so that the terminal can update the target object to be released of the preset virtual skill in the minimap according to the first operation.
Optionally, the terminal displays a skill control in the minimap in response to the first operation. Alternatively, the terminal may display not the skill control on the minimap but a mouse-like pointer representing the skill control in response to the first operation.
S103, responding to the second operation, and locking the target object to be released as the target object of the preset virtual skill.
Specifically, the player locks the target object to be released as the target object of the preset virtual skill through the second operation. Correspondingly, the terminal responds to the second operation and locks the target object to be released as the target object of the preset virtual skill. And the target object is an effective action object of the preset virtual skill corresponding to the skill control.
Alternatively, the first operation and the second operation may be continuous operations. For example, a first operation that a player clicks the skill control A and generates sliding on the basis of the first operation, the skill control A is moved to a minimap; and then, continuously rotating the skill control A to generate a second operation, and aligning the skill control A to a certain second virtual object, namely locking the second virtual object as a target object of the preset virtual skill.
It will be appreciated that the target object is within the effective range of attack of the skill control that locks it.
The information processing method in the game provided by this embodiment includes displaying, on a game interaction interface, a skill control and a minimap that a first virtual object controlled by a player has, where a position of the virtual object in a game scene is indicated in the minimap, where the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object includes N second virtual objects, where N is an integer greater than or equal to 1, updating, in response to a first operation that starts from the skill control and slides into the minimap, a target object to be released of the preset virtual skill in the minimap according to the first operation, where the target object to be released is at least one of the N second virtual objects, and then, locking, in response to the second operation, the target object to be released as a target object of the preset virtual skill. Because the minimap has the advantage of no dead angle top view, a player can know the position of the virtual object in a game scene through the minimap, so that the user can know the competition progress and the opposite hand direction more conveniently, and the player can assist the virtual object controlled by other players conveniently, for example, the player can lock other virtual objects and the like which are positioned outside the visual field range of the virtual object controlled by the player conveniently, the strategy and the interestingness in the game process are enhanced, and the game experience of the player is improved.
On the basis of the foregoing embodiment, further, in S103, after locking the target object to be released as the target object of the preset virtual skill in response to the second operation, the method for processing information in a game may further include: and controlling the first virtual object to release the preset virtual skill to the target object, as shown in figure 3.
In a first specific implementation manner, the controlling the first virtual object to release the preset virtual skill to the target object may include: and when the second operation is detected to be finished, controlling the first virtual object to release the preset virtual skill to the target object. The implementation further defines that the moment of release of the preset virtual skill is at the end of the second operation.
Or, in a second specific implementation manner, the controlling the first virtual object to release the preset virtual skill to the target object may include: and after the preset duration of the second operation is detected, controlling the first virtual object to release the preset virtual skill to the target object. The implementation manner further defines that the release time of the preset virtual skill is after the preset duration is ended in the second operation, and when the preset duration is 0, the implementation manner is the same as the first specific implementation manner.
In the embodiment, because the minimap has the advantage of no dead angle top view, the player can know the position of the virtual object in the game scene through the minimap, so that the user can more conveniently know the competition progress and the manual direction, and the player can conveniently assist the virtual object controlled by other players, for example, the player can conveniently release skills or props of other virtual objects outside the visual field range of the virtual object controlled by the player, the strategy and the interest in the game process are enhanced, and the game experience of the player is improved.
Fig. 4 is a flowchart of an information processing method in a game according to another embodiment of the present invention. As shown in fig. 4, on the basis of the flow shown in fig. 1, further, the method may further include:
s401, controlling the first virtual object to release the preset virtual skill to the target object.
S402, displaying the attack information after the preset virtual skill is released.
Further, the step may include: displaying attack information after releasing the preset virtual skill at the position corresponding to the target object in the race condition ranking area, and referring to fig. 5; and/or displaying attack information after the preset virtual skill is released in the position of the corresponding target object in the small map, and the like.
Optionally, after controlling the first virtual object to release the preset virtual skill to the target object, the method may further include: stopping displaying the released skill control in the game interactive interface; or, reduce the number of skill controls that have been released. It can be understood that when a plurality of skill controls are included, after one preset virtual skill is released, the number of the released skill controls is reduced; and if the number of the skill controls is 1, after the release, the number of the skill controls is 0, and the skill controls can be stopped from being displayed.
In some embodiments, the method may further comprise: in response to the second operation, the target object and the other virtual objects are displayed in the minimap in a differentiated manner. The target objects and other virtual objects are displayed in a distinguishing mode, so that the players can distinguish the target objects quickly, and the game experience of the players is further improved.
The target object and other virtual objects can be displayed in a different manner. Illustratively, the distinguishing of the target object from the other virtual objects may include at least one of:
1. and enlarging and displaying the target object.
2. And adding a preset distinguishing identifier for the target object. For example, brief information of a target object, such as a nickname of the target object, current game information, etc., is displayed in the vicinity of the target object; alternatively, a dashed box is displayed around the target object to indicate that it is the target object.
And so on.
The following are embodiments of the apparatus of the present invention that can be used to implement the above-described embodiments of the method of the present invention, and the implementation principles and technical effects are similar.
Fig. 6 is a schematic structural diagram of an information processing apparatus in a game according to an embodiment of the present invention. The information processing device in the game obtains the game interaction interface by executing the software application on the processor of the terminal and rendering on the display equipment of the terminal. As shown in fig. 6, the in-game information processing apparatus 60 of the present embodiment may include: a display module 61 and a processing module 62. Wherein the content of the first and second substances,
and the display module 61 is used for displaying the skill control and the minimap of the first virtual object controlled by the player on the game interactive interface. The position of the virtual object in the game scene is marked in the small map, the skill control corresponds to the preset virtual skill of the first virtual object, the virtual object comprises N second virtual objects, and N is an integer greater than or equal to 1.
The processing module 62 is configured to respond to a first operation that is started from the skill control and slides into the minimap, and update a target object to be released of a preset virtual skill in the minimap according to the first operation, where the target object to be released is at least one of the N second virtual objects; and locking the target object to be released as the target object of the preset virtual skill in response to the second operation.
The information processing apparatus in a game in this embodiment first displays, on a game interaction interface, a skill control and a minimap that a first virtual object controlled by a player possesses, where a position of the virtual object in a game scene is indicated in the minimap, the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object includes N second virtual objects, N is an integer greater than or equal to 1, then, in response to a first operation that starts from the skill control and slides into the minimap, a target object to be released of the preset virtual skill is updated in the minimap according to the first operation, the target object to be released is at least one of the N second virtual objects, and finally, in response to a second operation, the target object to be released is locked as the target object of the preset virtual skill. Because the minimap has the advantage of no dead angle top view, the player can know the position of the virtual object in the game scene through the minimap, so that the player can conveniently assist the virtual object controlled by other players, for example, the player can conveniently lock other virtual objects outside the visual field range of the virtual object controlled by the player, and the game experience of the player is improved.
In the above embodiment, the step of marking the position of the virtual object in the game scene in the small map may include: the position of a second virtual object located within the preset range of the first virtual object in the game scene is marked in the small map.
Optionally, the virtual object may also include the first virtual object.
Alternatively, the first operation and the second operation may be continuous operations.
Wherein the target object is within the effective attack range of the skill control.
Optionally, the processing module 62 may be further configured to: and after the target object to be released is locked as the target object of the preset virtual skill in response to the second operation, controlling the first virtual object to release the preset virtual skill to the target object. Because the minimap has the advantage of no dead angle top view, the player can know the position of the virtual object in the game scene through the minimap, so that the player can conveniently assist the virtual object controlled by other players, for example, the player can conveniently release skills or props of other virtual objects outside the visual field range of the virtual object controlled by the player, and the game experience of the player is improved.
In some embodiments, the processing module 62 may also be configured to: after the first virtual object is controlled to release the preset virtual skill to the target object, the display module 61 is triggered to display the attack information after the release of the preset virtual skill.
Further, the display module 61 may be specifically configured to: displaying attack information after releasing the preset virtual skill at the position corresponding to the target object in the race condition ranking area; and/or displaying attack information after the preset virtual skill is released at the position corresponding to the target object in the small map.
Still further, the processing module 62 may be further configured to: after the first virtual object is controlled to release the preset virtual skill to the target object, triggering the display module 61 to stop displaying the released skill control in the game interaction interface; or, the number of released skill controls is reduced.
In some embodiments, the processing module 62 may also be configured to: in response to the second operation, the display module 61 is triggered to display the target object and the other virtual objects in the minimap in a differentiated manner. The target objects and other virtual objects are displayed in a distinguishing mode, so that the players can distinguish the target objects quickly, and the game experience of the players is further improved.
In some embodiments, the display module 61 displays the target object and the other virtual objects differently, which may be embodied as at least one of the following:
magnifying and displaying the target object;
and adding a preset distinguishing mark for the target object, and the like.
Fig. 7 is a schematic structural diagram of a terminal according to an embodiment of the present invention. As shown in fig. 7, the terminal 70 of the present embodiment includes: a memory 71, a processor 72 and a display device 73. Wherein the memory 71, the processor 72 and the display device 73 are interconnected. The game interaction interface is obtained by executing a software application on the processor 72 and rendering on the display device 73. The player can control the virtual object by operating the game interactive interface of the display device 73 of the terminal, thereby playing the game. The game interaction interface can also display scenes, prompt messages and the like in running games.
A memory 71 for storing program instructions.
The program instructions stored in the memory 71, when executed by the processor 72, cause the terminal 70 to perform the in-game information processing method as described in any of the above embodiments.
The terminal of the embodiment first displays a skill control and a minimap of a first virtual object controlled by a player on a game interaction interface, wherein the position of the virtual object in a game scene is marked in the minimap, the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object comprises N second virtual objects, N is an integer greater than or equal to 1, then, in response to a first operation which starts from the skill control and slides into the minimap, a target object to be released of the preset virtual skill is updated in the minimap according to the first operation, the target object to be released is at least one of the N second virtual objects, and finally, in response to a second operation, the target object to be released is locked as the target object of the preset virtual skill. Because the minimap has the advantage of no dead angle top view, the player can know the position of the virtual object in the game scene through the minimap, and therefore the player can conveniently assist the virtual object controlled by other players, for example, the player can conveniently lock other virtual objects outside the visual field range of the virtual object controlled by the player, release skills or props and the like, the strategy and the interestingness in the game process are enhanced, and the game experience of the player is improved.
Embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program can be executed by a processor to implement the information processing method in a game shown in any of the above embodiments, and specific implementation and effective effects thereof can be found in the above description, and are not described herein again.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The computer program may be stored in a computer readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present invention.

Claims (9)

1. An information processing method in a game, comprising:
displaying a skill control and a minimap which are provided for a first virtual object controlled by a player on a game interaction interface, wherein the position of the virtual object in a game scene is marked in the minimap, the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object comprises N second virtual objects, and N is an integer greater than or equal to 1;
responding to a first operation starting from the skill control and sliding into the minimap, moving the skill control into the minimap, and updating a target object to be released of the preset virtual skill in the minimap according to the first operation, wherein the target object to be released is at least one of the N second virtual objects; the target object to be released is an attack object of a preset virtual skill in the releasing process;
responding to a second operation, and locking the target object to be released in the small map as the target object of the preset virtual skill;
controlling the first virtual object to release the preset virtual skill to the target object;
displaying attack information after the preset virtual skill is released at a position corresponding to the target object in the small map;
wherein the first operation and the second operation are continuous operations.
2. The method of claim 1, wherein the minimap is marked with the location of the virtual object in the game scene, comprising:
the position of a second virtual object located within the preset range of the first virtual object in the game scene is marked in the small map.
3. The method of claim 1, wherein the virtual object further comprises the first virtual object.
4. The method of claim 1, wherein after said controlling the first virtual object to release the preset virtual skill to the target object, the method further comprises:
stopping displaying the released skill control in the game interactive interface;
or, reducing the number of the skill controls that have been released.
5. The method according to any one of claims 1 to 3, further comprising:
and responding to the second operation, and displaying the target object and other virtual objects in the small map in a distinguishing way.
6. The method of claim 5, wherein the distinctively displaying the target object and the other virtual objects comprises at least one of:
magnifying and displaying the target object;
and adding a preset distinguishing identifier for the target object.
7. An information processing apparatus in a game, characterized by comprising:
the game playing system comprises a display module, a game interaction interface and a control module, wherein the display module is used for displaying a skill control and a minimap which are possessed by a first virtual object controlled by a player on the game interaction interface, the position of the virtual object in a game scene is marked in the minimap, the skill control corresponds to a preset virtual skill of the first virtual object, the virtual object comprises N second virtual objects, and N is an integer which is greater than or equal to 1;
the processing module is used for responding to a first operation which starts from the skill control and slides into the minimap, moving the skill control into the minimap, and updating a target object to be released of the preset virtual skill in the minimap according to the first operation, wherein the target object to be released is at least one of the N second virtual objects; and responding to a second operation, and locking a target object to be released in the small map as a target object of the preset virtual skill; the target object to be released is an attack object of a preset virtual skill in the releasing process;
the processing module may be further operable to: after the target object to be released is locked as the target object of the preset virtual skill in response to the second operation, controlling the first virtual object to release the preset virtual skill to the target object; displaying attack information after the release of the preset virtual skill at the position corresponding to the target object in the small map;
wherein the first operation and the second operation are continuous operations.
8. A terminal, comprising:
a memory for storing program instructions, a display device, and a processor;
the program instructions, when executed by the processor, cause the terminal to implement an in-game information processing method as claimed in any one of claims 1 to 6.
9. A computer-readable storage medium on which a computer program is stored, the computer program, when being executed by a processor, implementing an information processing method in a game according to any one of claims 1 to 6.
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