CN113318434B - Game information processing method and device and storage medium - Google Patents

Game information processing method and device and storage medium Download PDF

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Publication number
CN113318434B
CN113318434B CN202110649453.7A CN202110649453A CN113318434B CN 113318434 B CN113318434 B CN 113318434B CN 202110649453 A CN202110649453 A CN 202110649453A CN 113318434 B CN113318434 B CN 113318434B
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China
Prior art keywords
skill
virtual
game
scene
preview window
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CN113318434A (en
Inventor
陈宗民
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110649453.7A priority Critical patent/CN113318434B/en
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Classifications

    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The disclosure relates to an information processing method and device for a game and a storage medium. The game information processing method comprises the following steps: displaying a first virtual scene screen for viewing the virtual game scene at a first viewing angle on the graphical user interface, wherein the first virtual scene screen at least partially includes virtual game characters located in the virtual game scene; responding to a first touch operation on a first skill control, and controlling a skill release direction of the first skill based on the first touch operation; a preview window is provided on the graphical user interface while maintaining display of at least a portion of the first virtual scene view, and a second virtual scene view is displayed in the preview window that views at least a portion of the virtual game scene in the skill release direction at a second perspective. The technical problem that the relevance of overall control operation is poor due to the fact that a game skill control scheme in the prior art adopts a fixed visual angle to observe a virtual game scene and is inconvenient for a player to preview skill release information is solved.

Description

Game information processing method and device and storage medium
Technical Field
The present disclosure relates to the field of game control technologies, and in particular, to a game information processing method and apparatus, and a storage medium.
Background
At present, many mobile games support large-size scene maps, and corresponding to the scene maps, characters, skills or weapons of long-distance attack become standard of competitive mobile games, and even some mobile games can realize observation and attack of beyond-the-horizon.
However, the long-distance attack often causes the situation that the skills exceed the observation range of the characters, and adopts a fixed visual angle to observe the virtual game scene, especially when the release beyond-visual-distance attack is launched, the aiming, release and the hit of the skills cannot display the area exceeding the observation range of the characters, so that the player is inconvenient to preview the skill release information, the player cannot efficiently realize the control operation or cannot obtain the hit feedback in real time, and misoperation are easy to occur, so that the degree of freedom, the smoothness and the control feeling of the operation experience of the user are reduced.
In view of the above problems, no effective solution has been proposed at present.
Disclosure of Invention
The embodiment of the disclosure provides a game information processing method, a game information processing device and a storage medium, which at least solve the technical problem that in the prior art, a game skill control scheme adopts a fixed viewing angle to observe a virtual game scene, so that a player is inconvenient to preview skill release information, and the relevance of overall control operation is poor.
According to an aspect of the disclosed embodiments, there is provided an information processing method for a game, where a game application is executed on a processor of a mobile terminal and a graphical user interface is rendered on a touch display of the mobile terminal, where a content displayed on the graphical user interface includes at least a first skill control, and the method includes: displaying a first virtual scene picture of a virtual game scene at a first view angle on the graphical user interface, wherein the first virtual scene picture at least partially comprises virtual game characters positioned in the virtual game scene; responding to a first touch operation of the first skill control, and controlling a skill release direction of the first skill based on the first touch operation; providing a preview window on the graphical user interface while maintaining display of at least a portion of the first virtual scene, and displaying a second virtual scene of at least a portion of the virtual game scene in the skill release direction at a second perspective in the preview window.
According to another aspect of the embodiments of the present disclosure, there is further provided an information processing apparatus for a game, where a game application is executed on a processor of a mobile terminal and a graphical user interface is rendered on a touch display of the mobile terminal, where a content displayed on the graphical user interface includes at least a first skill control, the apparatus including: a first display module, configured to display a first virtual scene screen for observing a virtual game scene at a first viewing angle on the graphical user interface, where the first virtual scene screen at least partially includes a virtual game character located in the virtual game scene; the control module is used for responding to the first touch operation of the first skill control and controlling the skill release direction of the first skill based on the first touch operation; and the second display module is used for providing a preview window on the graphical user interface while keeping displaying at least part of the first virtual scene picture, and displaying a second virtual scene picture of at least part of the virtual game scene in the skill release direction at a second visual angle in the preview window.
According to another aspect of the embodiments of the present disclosure, there is also provided a nonvolatile storage medium storing a plurality of instructions adapted to be loaded by a processor and to execute the information processing method of any one of the above games.
According to another aspect of the embodiments of the present disclosure, there is also provided a processor for running a program, wherein the program is configured to execute the information processing method of any one of the above games at the time of running.
According to another aspect of the embodiments of the present disclosure, there is also provided an electronic device including a memory in which a computer program is stored, and a processor configured to execute the computer program to execute the information processing method of any one of the games described above.
In an embodiment of the disclosure, displaying a first virtual scene screen for observing a virtual game scene at a first viewing angle on the graphical user interface, wherein the first virtual scene screen at least partially includes virtual game characters located in the virtual game scene; responding to a first touch operation of the first skill control, and controlling a skill release direction of the first skill based on the first touch operation; providing a preview window on the graphical user interface while maintaining display of at least a portion of the first virtual scene, and displaying a second virtual scene of at least a portion of the virtual game scene in the skill release direction at a second perspective in the preview window. When the aiming duration reaches the preset duration, a preview window is provided on the graphical user interface while at least part of the first virtual scene image is kept to be displayed, so that a player can preview the complete and effective skill release state information of part of virtual game scenes from a second view angle to improve information display efficiency, the observation and control of virtual game roles and remote skills are supported, the overall control sense of the player on the game is greatly improved, the aim of improving the information display efficiency of game skill control and the relevance of overall control operation is achieved, the technical effect of improving the overall control efficiency of the player on the game is achieved, and the technical problem that the game skill control scheme in the prior art adopts a fixed view angle to observe the virtual game scenes, so that the player is inconvenient to preview skill release information, and the relevance of overall control operation is poor is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the disclosure, illustrate and explain the present disclosure, and together with the description serve to explain the present disclosure. In the drawings:
FIG. 1 is a flow chart of a method of information processing for a game according to an embodiment of the present disclosure;
FIG. 2 is a schematic illustration of an alternative first virtual scene screen according to an embodiment of the disclosure;
FIG. 3 is a schematic diagram of an alternative preview window in accordance with an embodiment of the present disclosure;
FIG. 4 is a schematic illustration of another alternative first virtual scene screen according to an embodiment of the disclosure;
FIG. 5 is a schematic diagram of another alternative preview window in accordance with an embodiment of the present disclosure;
FIG. 6 is a schematic illustration of a release effect of an alternative remote skills control according to an embodiment of the present disclosure;
FIG. 7 is a schematic illustration of an alternative update of a second virtual scene screen in accordance with an embodiment of the disclosure;
FIG. 8 is a schematic illustration of a post-release effect of an alternative uncontrollable remote skill control in accordance with an embodiment of the present disclosure;
FIG. 9 is an effect schematic of an alternative control remote skills control according to an embodiment of the present disclosure;
FIG. 10 is a schematic illustration of an alternative virtual game character displaying effects in a first virtual scene screen in accordance with an embodiment of the disclosure;
FIG. 11 is a schematic illustration of an optional first virtual scene with a magnified view of a first virtual scene;
FIG. 12 is a schematic diagram of an alternative display state before reverting to the active preview window in accordance with an embodiment of the present disclosure;
fig. 13 is a schematic structural view of an information processing apparatus for a game according to an embodiment of the present disclosure.
Detailed Description
In order that those skilled in the art will better understand the present disclosure, a technical solution in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present disclosure, not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art without inventive effort, based on the embodiments in this disclosure, shall fall within the scope of the present disclosure.
It should be noted that the terms "first," "second," and the like in the description and claims of the present disclosure and in the foregoing figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the disclosure described herein may be 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.
According to an embodiment of the present disclosure, there is provided an embodiment of an information processing method of a game, it being noted that the steps shown in the flowcharts of the drawings may be executed in a computer system such as a set of computer executable instructions, and that although a logical order is shown in the flowcharts, in some cases the steps shown or described may be executed in an order different from that herein.
The technical scheme of the method embodiment can be executed in a mobile terminal, a computer terminal or similar computing devices. Taking the Mobile terminal as an example, the Mobile terminal can be a terminal device such as a smart phone (such as an Android Mobile phone, an iOS Mobile phone, etc.), a tablet computer, a palm computer, a Mobile internet device (Mobile INTERNET DEVICES, abbreviated as MID), a PAD, etc. A mobile terminal may include one or more processors (which may include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processor (GPU), a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), a programmable logic device (FPGA), a neural Network Processor (NPU), a Tensor Processor (TPU), an Artificial Intelligence (AI) type processor, etc.) and a memory for storing data. Optionally, the mobile terminal may further include a transmission device, an input/output device, and a display device for a communication function. It will be appreciated by those of ordinary skill in the art that the foregoing structural descriptions are merely illustrative and are not intended to limit the structure of the mobile terminal. For example, the mobile terminal may also include more or fewer components than the above structural description, or have a different configuration than the above structural description.
The memory may be used to store a computer program, for example, a software program of application software and a module, such as a computer program corresponding to an information processing method of a game in an embodiment of the present disclosure, and the processor executes various functional applications and data processing, that is, implements the information processing method of a game as described above, by running the computer program stored in the memory. The memory may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory. In some examples, the memory may further include memory remotely located with respect to the processor, the remote memory being connectable to the mobile terminal through a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device is used for receiving or transmitting data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device includes a network adapter (Network Interface Controller, simply referred to as a NIC) that can connect to other network devices through the base station to communicate with the internet. In one example, the transmission device may be a Radio Frequency (RF) module, which is used to communicate with the internet wirelessly. The technical scheme of the method embodiment can be applied to various communication systems, such as: global system for mobile communications (Global System of Mobile communication, abbreviated as GSM), code division multiple access (Code Division Multiple Access, abbreviated as CDMA), wideband code division multiple access (Wideband Code Division Multiple Access, abbreviated as WCDMA), universal packet Radio Service (GENERAL PACKET Radio Service, abbreviated as GPRS), long term evolution (Long Term Evolution, abbreviated as LTE), LTE frequency division duplex (Frequency Division Duplex, abbreviated as FDD), LTE time division duplex (Time Division Duplex, abbreviated as TDD), universal mobile telecommunications system (Universal Mobile Telecommunication System, abbreviated as UMTS), worldwide interoperability for microwave access (Worldwide Interoperability for Microwave Access, abbreviated as WiMAX) or 5G systems, and the like. Alternatively, device-to-Device (D2D) communication may be performed between a plurality of mobile terminals. Alternatively, the 5G system or 5G network is also referred to as a New Radio (NR) system or NR network.
Display devices may be, for example, touch screen type Liquid Crystal Displays (LCDs) and touch displays (also referred to as "touch screens" or "touch display screens"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a Graphical User Interface (GUI), and the user may interact with the GUI by touching finger contacts and/or gestures on the touch-sensitive surface, where the man-machine interaction functions optionally include the following interactions: executable instructions for performing the above-described human-machine interaction functions, such as creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving electronic mail, talking interfaces, playing digital video, playing digital music, and/or web browsing, are configured/stored in one or more processor-executable computer program products or readable computer-readable storage media.
According to the game information processing method provided by the embodiment of the disclosure, a game application is executed on a processor of a mobile terminal, and a graphical user interface is rendered on a touch display of the mobile terminal, wherein content displayed on the graphical user interface at least comprises a first skill control, and fig. 1 is a flowchart of the game information processing method according to the embodiment of the disclosure, and as shown in fig. 1, the method comprises the following steps:
Step S102, displaying a first virtual scene picture for observing a virtual game scene at a first visual angle on the graphical user interface, wherein the first virtual scene picture at least partially comprises virtual game roles in the virtual game scene;
Step S104, responding to a first touch operation of the first skill control, and controlling a skill release direction of the first skill based on the first touch operation;
Step S106, providing a preview window on the graphical user interface while keeping displaying at least part of the first virtual scene, and displaying a second virtual scene in the preview window, wherein the second virtual scene is at least partially located in the skill release direction.
Optionally, the graphical user interface is a game interface, for example, a smart phone game interface and a PC-side game interface; the first skill control is a remote skill control, a beyond-the-horizon skill control and the like.
In the embodiment of the present disclosure, as shown in fig. 2, a first virtual scene screen 100 for observing a virtual game scene at a first viewing angle is displayed on the graphical user interface, wherein the first virtual scene screen 100 includes a virtual game character 300 located in the virtual game scene; also shown in the graphical user interface are virtual rocker 200, skill control 400 game map 600 and aim control 700, wherein a player can control virtual game character 300 to move in a game scene through virtual rocker 200, and can control virtual game character 300 to release corresponding virtual skills by clicking skill control 400, skill control 400 in fig. 2 comprises A, B, C and four skill controls D for releasing different skills respectively, and in the process of controlling virtual game character 300 in a game, the player triggers a first touch operation by clicking or touching first skill control D, and controls the skill release direction of the first skill based on the first touch operation, for example, in fig. 2, after the player clicks skill control D, the player triggers skill release direction adjustment, and the player can slide around to adjust skill release direction 800.
Optionally, in the embodiment of the present disclosure, the first virtual camera corresponding to the first view angle is bound to a virtual game role, and the second virtual camera corresponding to the second view angle is bound to a remote skill control or a target object, for example, the first skill in the embodiment of the present disclosure is a remote skill, may be a shooting bow or arrow as shown in fig. 2 or fig. 3, may also be a shooting bullet or a shooting shell, etc., a release special effect of the remote skill may be displayed in a preview window, where the preview window serves as a remote aiming observation window, and in the process of releasing the remote skill, by displaying a second virtual scene image of at least a part of the virtual game scene located in the skill release direction at the second view angle in the preview window, complete and effective skill release status information may be provided for the player to improve information display efficiency in the game skill control process, so that the player aims at the skill target object or the skill target area.
As an alternative embodiment, a preview window 900 shown in fig. 3 is provided on the graphical user interface, and a second virtual scene screen 1000 for observing at least a part of the virtual game scene in the skill release direction 800 at a second viewing angle is displayed in the preview window 900, so that the player can preview the complete valid state information of the part of the virtual game scene from the second viewing angle to improve information presentation efficiency, support the observation and control of the virtual game character and the remote skill, in fig. 3, observe the second viewing angle of the virtual game scene to be a viewing angle higher than the first viewing angle, so that a wider second virtual scene screen can be obtained, so that more virtual game scene information in the skill release direction is displayed in the second virtual scene screen, in the embodiment shown in fig. 3, the game virtual character 300 for releasing the skill and the target virtual game character 310 (i.e. the skill target object) in the skill release direction 800 are both displayed in the second virtual scene screen 1000 at the same time, and the player can implement the skill release of the skill in the game virtual game character by clicking or touching the first control button D to trigger the first control of the first game character in the process of controlling the virtual game character 300, so that the second virtual game character can be moved around the game character 300 by sliding the first control button to realize the skill release of the skill in the skill release direction 200.
As an optional embodiment, the preview window can further increase and display game play status information of virtual game roles and skill target objects, skill release information such as skill release actions and skill release directions, and the like on the basis of displaying at least part of virtual game scenes located in the skill release directions at a second view angle, so that overall control feeling of a player on a game can be greatly improved, the purposes of improving information display efficiency and relevance of overall control operations in a game skill control process are achieved, the technical effect of improving overall control efficiency of the player on the game is achieved, and further the technical problem that in the prior art, a game skill control scheme adopts a fixed view angle to observe virtual game scenes, so that the player is inconvenient to preview the skill release information, and relevance of overall control operations is poor is solved.
According to the embodiment of the disclosure, after the skill release direction of the first skill is controlled based on the first touch operation, a preview window is provided on the graphical user interface while at least part of the first virtual scene image is kept to be displayed, the first virtual scene image 100 and the second virtual game scene image 1000 obtained by observing the virtual game scene based on different visual angles can be redistributed and displayed, aiming information of the remote skill is not required to be reduced and displayed in a game map in the graphical user interface in a centralized manner, for example, the game map 600 in the upper left corner area shown in fig. 2, not only can the cognitive load borne by the upper left corner area in the graphical user interface be relatively reduced, but also the skill release direction of the remote skill can be tracked by observing the virtual game scene based on different visual angles, different information importance degrees of skill target objects and skill target areas can be determined, the information importance degrees and operation maps of players are combined, the graphical user interface is reasonably planned, and the space utilization of the graphical user interface is improved.
In an alternative embodiment, providing a preview window on the graphical user interface includes: acquiring the aiming time length of the first skill in the skill releasing direction, and triggering to provide a preview window on the graphical user interface when the aiming time length is detected to reach a preset time length; or based on the first touch operation, instantly triggering to provide a preview window on the graphical user interface.
In the embodiment of the present disclosure, when the above-mentioned aiming duration is detected to not reach the preset duration, as shown in fig. 2, full-screen aiming is still maintained for an effective time t, which is also called normal aiming, that is, only the first virtual scene is displayed, where the effective time t indicates that the aiming duration does not reach the preset duration, that is, normal aiming is maintained when the aiming duration is detected to not reach the preset duration, and only aiming within the visual range of the virtual game character is displayed. As shown in fig. 3, the split-screen aiming mode is activated outside the effective time t, which means that the aiming duration reaches the preset duration, and when the aiming duration is detected to reach the preset duration, a preview window 900, also called a preview aiming window, is provided on the graphical user interface.
According to the embodiment of the application, based on the first touch operation, a preview window is provided on the graphical user interface by instantaneous triggering, or when the aiming time length is detected to reach the preset time length, the preview window is provided on the graphical user interface, and different triggering modes are adopted, so that complete effective state information can be conveniently previewed to improve information display efficiency, and the overall control sense of a player on a game is improved while the observation and control of virtual game roles and remote skills are supported.
As an alternative embodiment, the observable scene range, i.e., the remote skill view range, in the vicinity of the game virtual game character model may be set based on core operations in different types of hand-play games; in the embodiment of the present disclosure, the preset duration is a preset effective aiming time, and the character local position of the virtual game character, the boundary conditions (limit conditions) such as the initial position of the interface button and the initial proportion of the interface, and the like may be preset.
It should be noted that the boundary conditions may be determined based on specific game parameters related to core play in the mobile game. For example, the observable range of a virtual game character may be set to 100 unit sizes (different virtual game scene size units are different, and thus, using unit size designations), the remote skill field of view range may be set to 50 unit sizes, the effective aiming time may be set to 0.5s, and the coordinate position of the virtual game character may be set to x=35%, y=50% relative to the coordinates of the screen size; for another example, game parameters such as initial position coordinates of the first skill control in the graphical user interface, an original dimension proportion of the interface, and the like may also be set, and in the embodiment of the present disclosure, different types of games may set corresponding boundary conditions according to actual requirements, and there is no unified standard.
It should be noted that, in the embodiment of the present disclosure, the preset duration (i.e., the effective aiming time) at the time of remote skill release may be defined according to different types of game core operations. In addition, specific split screen forms, split screen positions, window sizes, character bodies, button controls and other specific positions can be designed based on player requirements or game core playing methods, so that the relative integrity of the vision of the character bodies is ensured, the core operation experience is not affected, and the appearance forms can be regenerated or amplified by a preview map. Optionally, the game core play contemplated in embodiments of the present disclosure includes one of: different playing methods such as attack range, attack speed, operation intensity, name mode, map size, number of online people and the like are classified into MMO, MOBA, SLG, ACT, FPS and the like at present.
In an alternative embodiment, displaying a second virtual scene screen in the preview window for viewing at least a portion of the virtual game scene in the skill release direction at a second perspective includes:
Step S202, determining at least one skill target object according to the skill releasing direction, and displaying a second virtual scene image of the virtual game scene where the skill target object is located in a second view angle in the preview window.
Alternatively, the skill target object is not limited to a target object that releases skill in the skill release direction for the first skill, but may be a target object near the skill release direction (e.g., a skill flight path), and if there are multiple target objects near the skill release direction, one target object of the multiple target objects may be determined according to a preset rule, for example, a target object with the least current blood volume, a target object with the weakest combat force, or the like.
According to the embodiment of the disclosure, under the condition that at least one skill target object is determined based on the skill release direction, a second virtual scene image of a virtual game scene where the skill target object is located can be displayed in a preview window, the skill release direction and the skill target object can be tracked, the game play state information of the virtual game role and the skill target object is displayed for a player, and the control feeling and parallel operation efficiency of the player in the game skill control process are improved.
In an alternative embodiment, displaying a second virtual scene screen in the preview window for viewing at least a portion of the virtual game scene in the skill release direction at a second perspective includes:
Step S302, determining at least one skill target area according to the skill releasing direction, and displaying a second virtual scene image of the virtual game scene where the skill target area is located at a second viewing angle in the preview window.
Alternatively, in the first virtual scene screen 100 shown in fig. 4 and the second virtual scene screen 1000 shown in fig. 5, the skill target area 410 may be determined according to the aiming direction of the skill releasing direction 800 and the first skill reaching area, and the skill target area 410 may be determined according to the area of the skill releasing direction 800 where the aiming target virtual game character 310 is located. For example, taking the first skill as an example of firing a projectile, the skill target area is the bombing area of the projectile, and taking the first skill as an example of firing an bow, the skill target area is the shooting area of the bow.
By the embodiment of the disclosure, in the case of determining at least one skill target area based on the skill release direction, the second virtual scene screen 1000 of the virtual game scene where the skill target area is located is displayed in the preview window 900 at the second viewing angle, the skill release direction 800 and the skill target area 410 can be tracked, the skill release direction and the skill target area are displayed for the player, and the control feeling and the parallel operation efficiency of the player in the game skill control process are improved.
In an optional embodiment of the present disclosure, the information processing method of the game further includes: and updating the second virtual scene picture in response to the change in skill release direction.
As shown in fig. 5, when a change in the skill release direction 800 of the first skill is detected, the second virtual scene 1000 is updated in real time according to the changed skill release direction 801, and the updated second virtual scene is shown in fig. 5. By the embodiment of the application, the information display efficiency of game skill control can be improved, and the relevance of the overall control operation information observed by a player is ensured.
In an optional embodiment, the information processing method of the game further includes:
step S402, displaying the skill mark of the first skill in the preview window in the releasing process of the first skill, and updating the display position of the skill mark according to the releasing progress of the first skill.
Optionally, when updating the display position of the skill identifier according to the release progress of the first skill, the center display position of the skill identifier in the graphical user interface may be kept unchanged, but the virtual game scene is controlled to change in real time, for example, the display area of the virtual game scene is controlled to change continuously, so as to update the display position of the skill identifier; or keep the display area of the virtual game scene fixed, but control skills identify changes in the display position on the graphical user interface.
As shown in fig. 6, in the process of releasing the first skill, a skill mark of the first skill is displayed in the preview window 900, for example, a skill mark of a big sign (first skill) released by a virtual game character "white wolf" is "arrow", the skill mark 610 "arrow" is displayed in the preview window 900, and according to the progress of releasing the first skill 610, the display position of the skill mark 610 "arrow" is updated, for example, it can be seen from comparison with fig. 6 that the display position of the skill mark 610 "arrow" in fig. 7 has been close to the target virtual game character 310.
In an optional embodiment, the information processing method of the game further includes: and moving at least part of skill controls located in the preview window out of the preview window.
As an alternative embodiment, the release, movement, etc. of the first skill may be operated, controlled, etc. in the preview window, as shown in fig. 8, and at least a portion of the skill controls in the preview window 900 may be moved out, for example, after the release of the first skill, the skill controls A, B, C, D may be moved out of the preview window and displayed in the first virtual scene 100, and in fig. 8, the skill controls A, B, C, D may be displayed in the first virtual scene 100 in the real-world range of the first virtual game character 100 and no longer displayed in the second virtual scene 1000.
In the embodiment of the disclosure, a remote skill release schematic diagram that does not exceed the visual scope of the virtual game character is shown in fig. 9, in the process of releasing the first skill, a remote skill view split screen window is activated, a game scene is presented in the second virtual game screen 1000 following the running of the first skill in the preview window 900 on the right side, and a skill identifier 610 of the first skill may be displayed in a position near the center of the preview window 900, optionally, when the skill release direction is determined to be a controllable direction, a remote skill independent display mode is switched, and the first skill control D is independently displayed in the second virtual scene screen 1000 through the preview window 900. In another alternative embodiment, when it is determined that the skill release direction is a controllable direction, and the skill release direction does not enter the viewing area where the target virtual game character 310 can be observed, the second virtual game screen 1000 displayed in the preview window 900 may display the skill mark 610 and a direction indication mark corresponding to the skill release direction, so as to prompt the auxiliary player to control the release direction of the remote skill.
In an optional embodiment, after displaying a second virtual scene screen in the preview window for viewing at least a portion of the virtual game scene located in the skill release direction at a second viewing angle, the method further includes:
Step S502, displaying a second skill control in the first virtual scene picture, wherein the second skill control is a skill control which is mutually independent with the first skill control in the graphical user interface;
Step S504, responding to the second touch operation on the second skill control, and releasing the second skill.
In an alternative embodiment, during the process of observing and controlling the virtual game character 300, an optional right preview window supports real-time remote skill control, the display effect of displaying the virtual game corner 300 to the left is shown in fig. 10, a second skill control A, B, C independent of the first skill control D is displayed in the preview window 900, and the second skill is released in response to the second touch operation acting on the second skill control a (or B or C), so that in the process of observing and controlling the first skill control, the embodiment of the application can support the game player to perform control operation on other skill controls independent of the first skill control in real time.
In the embodiment of the disclosure, the first skill control and the second skill control are independent, so that the observation and control of the first skill control are not affected.
In an optional embodiment, the information processing method of the game further includes:
Step S602, adjusting the display position of the virtual game character in the graphical user interface to obtain a part of the first virtual scene picture which keeps being displayed, wherein the part of the first virtual scene picture at least partially comprises the virtual game character.
As further shown in fig. 10, in the embodiment of the present disclosure, the display position of the virtual game character 300 in the first virtual scene 100 may be adjusted, for example, shifted to the left, so that the virtual game character 300 is centered or displayed to the left in the first virtual scene 100, that is, a portion of the first virtual scene 100 that remains displayed is obtained, so as to ensure the relative integrity of the view of the first viewing angle.
As an optional embodiment, maintaining the display of at least a portion of the first virtual scene screen further includes:
Step S702, adjusting a display position of the aiming control in the graphical user interface to obtain a part of the first virtual scene image which remains displayed, wherein the part of the first virtual scene image at least partially includes the virtual game character.
As also shown in fig. 10, in the embodiment of the present disclosure, the display position of the aiming control 700 in the first virtual scene 100 may also be adjusted, for example, shifted to the left, so as to center or display the virtual game character 300 in the first virtual scene 100, i.e., to obtain a portion of the first virtual scene 100 that remains displayed, so as to ensure the relative integrity of the view of the first viewing angle, without affecting the operation of the player.
In an optional embodiment, the information processing method of the game further includes:
In step S902, the display size of the preview window is adjusted in response to the second touch operation on the preview window.
Optionally, in the embodiment of the present disclosure, the range and the size of the preview window may be designed according to a map and a playing method of a specific game, and may also be obtained by a game small map amplifying process, where the preview window supports observation and control of a skill release object; and thus can support the realization of normal full-screen aiming in other directions as shown in fig. 4, and accurate split-screen aiming in other directions as shown in fig. 5.
In the embodiment of the present disclosure, in response to the second touch operation on the preview window, the display size of the preview window 900 may be further adjusted, for example, the display size of the preview window may be enlarged or reduced. For example, the game player may adjust the display size of the preview window 900 according to personal operation preference, and the original scale is displayed by default in the embodiment of the present disclosure because the adjustment may cause an error in scaling during operation. As another alternative embodiment, in the embodiment of the present disclosure, as shown in fig. 11, the first virtual scene 100 may be zoomed and displayed, so that the viewing range of the first virtual scene 100 may be enlarged or reduced.
In addition, in the embodiment of the present disclosure, whether the view range and the scene ratio in the preview window are scaled or not may still be adjusted according to the actual operation situation to determine the comfortable view range, and the above-described exemplary solution provided in the embodiment of the present disclosure is only shown by way of example and does not constitute a limitation of the inventive concept of the present disclosure.
In an optional embodiment, the information processing method of the game further includes:
step S1002, when the first skill release is detected to be finished, hiding the preview window, and restoring the graphical user interface to a display state before the preview window is activated.
As an alternative embodiment, after the remote skill release is completed, if the remote skill hits the target virtual game character 310, the hit effect is preserved and the preview window 900 is hidden, and if the remote skill does not hit the target virtual game character 310, the preview window 900 is directly ended and hidden; that is, as shown in fig. 12, when the remote skill release is completed and the first skill release is completed, the preview window is hidden, and the state of displaying the first virtual screen 100 before the preview window is activated is restored, and the skill control 400 and the aim control 700 are displayed.
It should be still noted that, in the embodiment of the present disclosure, for the release of remote skills, the present case provides only an illustration, and the form may be other forms of boundary conditions, such as parameters of click pressure or click speed, etc.; the position, size and scope of the split screen are not limited in the embodiment of the disclosure, and the configuration can be changed according to actual requirements. In addition, although the technical scheme of the disclosure takes remote skills as an example, the practical application object of the method provided by the embodiment of the disclosure is not limited to the skills, and can be applied to roles, weapons, vehicles and the like.
According to the embodiment of the disclosure, the split screen display scheme is provided under the condition that the screen space is limited, more display information can be compounded at the same time, cognitive load is distributed in a dispersed mode, the utilization rate of the screen space is comprehensively improved, and the information display efficiency is greatly improved on the basis of improving the information integrity. The split screen of the information is added, so that the parallel operation mode of observing and controlling the character body and the remote skills is supported aiming at the application scene of beyond-visual-distance skill release, and the conditions of operation interruption, memory requirement, repeated switching, irreversible flow, weak control sense, low identification degree and the like generated by the serial operation mode are completely eliminated.
More importantly, through the embodiment of the disclosure, the technical problems that a common preview window has a scaling error, low operation precision, poor relevance with an interface button and the like, and negative experience is generated can be solved, and the functional requirement problems that the information display efficiency is low, real-time observation and control cannot be performed, the overall control sense is poor, the viewing angle switching operation is interrupted, the switching operation cannot be performed again, the operation relevance is weak, scaling and the like are solved.
Based on the above embodiments, the split screen interactive operation mode of the beyond-view-distance observation and control skill provided by the present disclosure may, but is not limited to, solve the following technical problems existing in the prior art: effective state information can not be completely obtained only by map preview, and the information display efficiency is low; when aiming, the user can observe through the simplified icon, and accurate pre-judgment cannot be made; operations such as real-time observation and control of remote skills and character bodies are not supported, and the overall control feeling is weaker; visual hit state cannot be provided, the visual angle of the hit effect needs to be switched to, and interruption and delay exist; the cognitive burden is mainly concentrated on the map in the upper left corner or in the window, and the screen space utilization rate is low; the operation flow of visual angle switching is generally unidirectional and irreversible, and the operation efficiency is low; scaling exists in the map or other preview windows, scaling errors can be generated during observation and control, and operation accuracy is affected; the observation range in the zoom window is smaller, the definition is lower, and the information display efficiency is lower; the association between the interface button and the presentation information is weak, and there is a memory cost.
According to the embodiment of the disclosure, the remote aiming observation window is added, so that complete effective state information is provided, and the information display efficiency is improved; adopting a real-time state model to replace a simplified icon, and enhancing the pre-decision strategy capability; support to observe and control role body and remote skill at the same time, the overall control sense is promoted greatly; the hit state is not needed to be checked by switching the visual angle, so that the negative experience brought by interruption and delay is completely eliminated; the cognitive load of the upper left corner area is dispersed by redistributing the information, so that the screen space utilization rate can be improved; the operation of simultaneously operating the character body and the remote skills is supported, the visual angle and the control mode do not need to be switched, and the efficiency is improved; the content maintains the original proportion, eliminates conversion errors and improves the operation precision; the split screen only reserves important information, the observation range meets the requirement, and the information display efficiency is improved; the relevance between the interface buttons and the display information is enhanced, and the cognition and memory cost is reduced.
According to an embodiment of the present disclosure, there is further provided an apparatus embodiment of an information processing method for implementing the above game, and fig. 13 is a schematic structural diagram of an information processing apparatus for a game according to an embodiment of the present disclosure, as shown in fig. 13, where the information processing apparatus for a game obtains a graphical user interface by executing a game application on a processor of a mobile terminal and rendering the graphical user interface on a touch display of the mobile terminal, where a content displayed on the graphical user interface includes at least a first skill control, and includes: a first display module 130, a control module 132, and a second display module 134, wherein:
A first display 130 for displaying a first virtual scene screen for viewing a virtual game scene at a first viewing angle on the graphical user interface, wherein the first virtual scene screen at least partially includes virtual game characters located in the virtual game scene; a control module 132, configured to control a skill release direction of a first skill based on the first touch operation in response to the first touch operation of the first skill control; a second display module 134, configured to provide a preview window on the gui while maintaining at least a portion of the first virtual scene, and display a second virtual scene of at least a portion of the virtual game scene in the skill release direction at a second viewing angle in the preview window.
It should be noted that each of the above modules may be implemented by software or hardware, for example, in the latter case, it may be implemented by: the above modules may be located in the same processor; or the various modules described above may be located in different processors in any combination.
It should be noted that, the first display module 130, the control module 132, and the second display module 134 correspond to steps S102 to S106 in the method embodiment, and the modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to those disclosed in the method embodiment. It should be noted that the above modules may be run in a computer terminal as part of the apparatus.
It should be noted that, optional or preferred implementations of the embodiment of the present apparatus may refer to related descriptions in the method embodiment, which are not described herein.
The information processing apparatus for a game may further include a processor and a memory, wherein the first display module 130, the control module 132, the second display module 134, and the like are stored in the memory as program units, and the processor executes the program units stored in the memory to realize corresponding functions.
The processor comprises a kernel, the kernel fetches corresponding program units from the memory, and one or more of the kernels can be arranged. The memory may include volatile memory, random Access Memory (RAM), and/or nonvolatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM), among other forms in computer readable media, the memory including at least one memory chip.
Embodiments of a non-volatile storage medium are also provided according to embodiments of the present disclosure. Optionally, in this embodiment, the nonvolatile storage medium includes a stored program, where the program is controlled to execute the information processing method of any one of the games described above by a device in which the nonvolatile storage medium is located.
Alternatively, in this embodiment, the above-mentioned nonvolatile storage medium may be located in any one of the computer terminals in the computer terminal group in the computer network or in any one of the mobile terminals in the mobile terminal group, and the above-mentioned nonvolatile storage medium includes a stored program.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: displaying a first virtual scene picture of a virtual game scene at a first view angle on the graphical user interface, wherein the first virtual scene picture at least partially comprises virtual game characters positioned in the virtual game scene; responding to a first touch operation of the first skill control, and controlling a skill release direction of the first skill based on the first touch operation; providing a preview window on the graphical user interface while maintaining display of at least a portion of the first virtual scene, and displaying a second virtual scene of at least a portion of the virtual game scene in the skill release direction at a second perspective in the preview window.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: and determining at least one skill target object according to the skill releasing direction, and displaying a second virtual scene picture of the virtual game scene where the skill target object is observed at a second visual angle in the preview window.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: and determining at least one skill target area according to the skill releasing direction, and displaying a second virtual scene picture of the virtual game scene where the skill target area is observed at a second visual angle in the preview window.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: and in the process of releasing the first skill, displaying the skill mark of the first skill in the preview window, and updating the display position of the skill mark according to the release progress of the first skill.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: and moving at least part of skill controls located in the preview window out of the preview window.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: and updating the second virtual scene picture in response to the change in skill release direction.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: displaying a second skill control in the first virtual scene picture, wherein the second skill control is a skill control which is mutually independent with the first skill control in the graphical user interface; and responding to a second touch operation acting on the second skill control, and releasing the second skill.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: and adjusting the display position of the virtual game character in the graphical user interface to obtain a part of a first virtual scene picture which keeps being displayed, wherein at least part of the first virtual scene picture comprises the virtual game character.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: and adjusting the display position of the aiming control in the graphical user interface to obtain a part of a first virtual scene picture which keeps being displayed, wherein the part of the first virtual scene picture at least partially comprises the virtual game role.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: acquiring the aiming time length of the first skill in the skill releasing direction, and triggering to provide a preview window on the graphical user interface when the aiming time length is detected to reach a preset time length; or based on the first touch operation, instantly triggering to provide a preview window on the graphical user interface.
Optionally, the program controls the device in which the nonvolatile storage medium is located to perform the following functions when running: and adjusting the display size of the preview window in response to a second touch operation on the preview window.
Embodiments of a processor are also provided in accordance with embodiments of the present disclosure. Optionally, in this embodiment, the processor is configured to execute a program, where the program executes any one of the game information processing methods.
According to an embodiment of the present disclosure, there is also provided an embodiment of an electronic device including a memory in which a computer program is stored, and a processor configured to execute the computer program to execute the information processing method of any one of the games.
According to an embodiment of the present disclosure, there is also provided an embodiment of a computer program product adapted to perform a program of information processing method steps of initializing a game having any one of the above, when executed on a data processing device.
The foregoing embodiment numbers of the present disclosure are merely for description and do not represent advantages or disadvantages of the embodiments.
In the foregoing embodiments of the present disclosure, the descriptions of the various embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In the several embodiments provided in the present disclosure, it should be understood that the disclosed technology content may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of the units may be a logic function division, and there may be another division manner when actually implemented, for example, a plurality of units or components may be combined or may be 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 interfaces, units or modules, or may be in electrical or other forms.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of 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 each embodiment of the present disclosure 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 integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present disclosure may be embodied in essence or a part contributing to the prior art or all or part of the technical solution in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present disclosure. And the aforementioned storage medium includes: a usb disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing is merely a preferred embodiment of the present disclosure, and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present disclosure, which are intended to be comprehended within the scope of the present disclosure.

Claims (14)

1. A method for processing information of a game, wherein a graphical user interface is rendered on a touch display of a mobile terminal by executing a game application on a processor of the mobile terminal, and content displayed on the graphical user interface at least comprises a first skill control, the method comprising:
Displaying a first virtual scene screen of a virtual game scene at a first viewing angle on the graphical user interface, wherein the first virtual scene screen at least partially comprises virtual game characters positioned in the virtual game scene;
Responding to a first touch operation of the first skill control, and controlling a skill release direction of a first skill based on the first touch operation;
Providing a preview window on the graphical user interface while maintaining display of at least a portion of the first virtual scene, and displaying a second virtual scene view in the preview window of at least a portion of the virtual game scene in the skill release direction at a second perspective, the preview window also displaying skill release information, the skill release information comprising at least: and the game state information, skill release actions and skill release directions of the virtual game roles and the skill target objects are more than the virtual game scene information which is displayed on the basis of the second view angle and is positioned in the skill release direction.
2. The method of claim 1, wherein displaying a second virtual scene screen in the preview window that views at least a portion of a virtual game scene in the skill release direction at a second perspective comprises:
And determining at least one skill target object according to the skill release direction, and displaying a second virtual scene picture of the virtual game scene where the skill target object is observed at a second visual angle in the preview window.
3. The method of claim 1, wherein displaying a second virtual scene screen in the preview window that views at least a portion of a virtual game scene in the skill release direction at a second perspective comprises:
and determining at least one skill target area according to the skill releasing direction, and displaying a second virtual scene picture of the virtual game scene where the skill target area is observed at a second visual angle in the preview window.
4. A method according to claim 1, 2 or 3, further comprising: the second virtual scene picture is updated in response to the change in skill release direction.
5. A method according to claim 1,2 or 3, further comprising:
And displaying the skill mark of the first skill in the preview window in the release process of the first skill, and updating the display position of the skill mark according to the release progress of the first skill.
6. A method according to claim 1,2 or 3, further comprising:
and moving at least part of skill controls located in the preview window out of the preview window.
7. The method of claim 1, further comprising, after displaying a second virtual scene screen in the preview window that views at least a portion of a virtual game scene in the skill release direction at a second perspective:
Displaying a second skill control in the first virtual scene picture, wherein the second skill control is a skill control which is mutually independent with the first skill control in the graphical user interface;
and responding to a second touch operation acted on the second skill control, and releasing the second skill.
8. The method of claim 1, wherein maintaining display of at least a portion of the first virtual scene picture comprises:
And adjusting the display position of the virtual game character in the graphical user interface to obtain a part of a first virtual scene picture which keeps being displayed, wherein the part of the first virtual scene picture at least partially comprises the virtual game character.
9. The method of claim 1, wherein maintaining display of at least a portion of the first virtual scene picture further comprises:
And adjusting the display position of the aiming control in the graphical user interface to obtain a part of a first virtual scene picture which keeps being displayed, wherein the part of the first virtual scene picture at least partially comprises the virtual game role.
10. The method of claim 1, wherein providing a preview window on the graphical user interface comprises:
acquiring the aiming time length of the first skill in the skill releasing direction, and triggering to provide a preview window on the graphical user interface when the aiming time length is detected to reach a preset time length; or alternatively
Based on the first touch operation, providing a preview window on the graphical user interface is triggered instantaneously.
11. The method according to claim 1, wherein the information processing method of a game further comprises:
And responding to a second touch operation on the preview window, and adjusting the display size of the preview window.
12. The method according to claim 1, wherein the information processing method of a game further comprises:
when the first skill release is detected to be finished, hiding the preview window, and restoring to display the first virtual scene picture for observing the virtual game scene at a first visual angle by the graphical user interface.
13. An information processing apparatus for a game, wherein a graphical user interface is rendered on a touch display of a mobile terminal by executing a game application on a processor of the mobile terminal, and wherein content displayed on the graphical user interface includes at least a first skill control, the apparatus comprising:
a first display module for displaying a first virtual scene picture of a virtual game scene at a first viewing angle on the graphical user interface, wherein the first virtual scene picture at least partially comprises virtual game characters in the virtual game scene;
the control module is used for responding to a first touch operation on the first skill control and controlling the skill release direction of the first skill based on the first touch operation;
A second display module, configured to provide a preview window on the graphical user interface while maintaining display of at least a part of the first virtual scene, and display a second virtual scene screen in the preview window, in which at least a part of the virtual game scene in the skill release direction is observed at a second viewing angle, and in which skill release information is displayed, where the skill release information at least includes: and the game state information, skill release actions and skill release directions of the virtual game roles and the skill target objects are more than the virtual game scene information which is displayed on the basis of the second view angle and is positioned in the skill release direction.
14. A non-volatile storage medium storing a plurality of instructions adapted to be loaded by a processor and to perform the information processing method of the game of any one of claims 1 to 12.
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