CN115518377A - Method, device and equipment for processing information in game and storage medium - Google Patents

Method, device and equipment for processing information in game and storage medium Download PDF

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Publication number
CN115518377A
CN115518377A CN202211222148.0A CN202211222148A CN115518377A CN 115518377 A CN115518377 A CN 115518377A CN 202211222148 A CN202211222148 A CN 202211222148A CN 115518377 A CN115518377 A CN 115518377A
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China
Prior art keywords
game
teammate
target virtual
identifier
mark
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CN202211222148.0A
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Chinese (zh)
Inventor
林�智
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202211222148.0A priority Critical patent/CN115518377A/en
Publication of CN115518377A publication Critical patent/CN115518377A/en
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    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a method, a device, equipment and a storage medium for processing information in a game, wherein the processing method comprises the following steps: receiving a usage instruction for a target virtual item; judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not; if not, using and consuming the consumed quantity of the target virtual articles; if so, a message is sent to at least one second game character regarding the target virtual item. By the method, the player can be helped to quickly ask the appointed second game role for the target virtual item under the condition that the target virtual item is completely consumed, and the man-machine interaction efficiency of the player and the circulation efficiency of game resources in the team are effectively improved.

Description

Method, device and equipment for processing information in game and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method, an apparatus, a device, and a storage medium for processing information in a game.
Background
In the existing game, a player controls a game character to quickly use a target virtual object in the game by a shortcut key (wherein, the shortcut key can be a virtual key at a hand game end, and a specific key on a keyboard can be at a table game end).
At present, after a target virtual article assembled by a game role is used up, if a player clicks the property shortcut key again, only a prompt message that the target virtual article is consumed up is displayed to the player on a game interaction interface, and no solution is given, so that the human-computer interaction efficiency of the player is easily reduced.
Disclosure of Invention
In view of the above, an object of the present invention is to provide a method, an apparatus, a device and a storage medium for processing in-game information, which help a player to quickly request a designated second game character for a target virtual item when the target virtual item is consumed, so as to effectively improve human-computer interaction efficiency of the player and circulation efficiency of game resources in a team.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
In a first aspect, an embodiment of the present application provides a method for processing information in a game, where the method includes:
receiving a use instruction for a target virtual article;
judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not;
if not, using and consuming the consumed quantity of the target virtual articles;
if so, sending a message about the target virtual item to at least one second game character.
In a second aspect, an embodiment of the present application provides an apparatus for processing information in a game, where the apparatus includes:
the first receiving module is used for receiving a use instruction aiming at the target virtual article;
the first judgment module is used for judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not;
a first response module, configured to use and consume the consumed amount of the target virtual item if not less than the predetermined consumption amount;
and the second response module is used for sending a message about the target virtual article to at least one second game role if the number of the target virtual article is smaller than the number of the second game role.
In a third aspect, an embodiment of the present application provides a computer device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor implements the steps of the above-mentioned method for processing in-game information when executing the computer program.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to execute the steps of the method for processing information in a game.
The technical scheme provided by the embodiment of the application can have the following beneficial effects:
the method, the device, the equipment and the storage medium for processing the information in the game provided by the embodiment of the application receive a use instruction aiming at a target virtual article; judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not; if not, using and consuming the consumed quantity of the target virtual articles; if so, a message is sent to at least one second game character regarding the target virtual item. By the method, the player can be helped to quickly ask the appointed second game role for the target virtual item under the condition that the target virtual item is completely consumed, and the man-machine interaction efficiency of the player and the circulation efficiency of game resources in the team are effectively improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a flow chart illustrating a method for processing information in a game according to an embodiment of the present disclosure;
FIG. 2a is a schematic flow chart illustrating a first method for displaying teammate identifications on a game interaction interface according to an embodiment of the present disclosure;
FIG. 2b is a flow chart illustrating a first method for determining a second game character according to an embodiment of the present application;
fig. 2c is a schematic interface interaction diagram illustrating a first switching display of teammate identifiers according to the embodiment of the present application;
FIG. 3a is a schematic flow chart illustrating a second method for displaying teammate identifications on a game interaction interface according to an embodiment of the present disclosure;
FIG. 3b is a flow chart illustrating a second method for determining a second game character according to an embodiment of the present application;
fig. 3c is a schematic interface interaction diagram illustrating a second switching display of teammate identifiers according to the embodiment of the present application;
FIG. 4a is a schematic flow chart illustrating a third method for displaying teammate identifications on a game interaction interface according to an embodiment of the present application;
FIG. 4b is a flow chart illustrating a third method for determining a second game character according to an embodiment of the present application;
fig. 4c is a schematic interface interaction diagram illustrating a third switching display teammate identifier provided in the embodiment of the present application;
FIG. 5a is a flow chart illustrating a method for displaying a countdown indicator on a game interaction interface according to an embodiment of the present application;
FIG. 5b is a schematic interface diagram illustrating an interface for updating a display status of a countdown indicator according to a time change according to an embodiment of the present application;
fig. 6 is a schematic flowchart illustrating a first method for acquiring a target virtual article according to an embodiment of the present application;
fig. 7 is a flowchart illustrating a second method for acquiring a target virtual article according to an embodiment of the present application;
FIG. 8 is a schematic diagram showing a structure of an apparatus for processing information in a game according to an embodiment of the present application;
fig. 9 is a schematic structural diagram of an electronic device 900 according to an embodiment of the present application.
Detailed Description
In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it should be understood that the drawings in the present application are only for illustration and description purposes and are not used to limit the protection scope of the present application. Additionally, it should be understood that the schematic drawings are not necessarily drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and that steps without logical context may be reversed in order or performed concurrently. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
In addition, the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. The components of the embodiments of the present application, as generally described and illustrated in the figures herein, could be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that in the embodiments of the present application, the term "comprising" is used to indicate the presence of the features stated hereinafter, but does not exclude the addition of further features.
It should be noted that, unless otherwise specified, all of the "teammate characters" mentioned in the embodiments of the present application are used to represent game characters belonging to the same game team as the first game character.
At present, after a target virtual article assembled by a game role is used up, if a player clicks the property shortcut key again, only a prompt message that the target virtual article is consumed up is displayed to the player on a game interaction interface, and no solution is given, so that the human-computer interaction efficiency of the player is easily reduced.
Based on this, the embodiment of the application provides a method, a device, equipment and a storage medium for processing information in a game, which receive a use instruction for a target virtual article; judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not; if not, using and consuming the consumed quantity of the target virtual articles; if so, a message is sent to at least one second game character regarding the target virtual item. By the method, the player can be helped to quickly ask the appointed second game role for the target virtual item under the condition that the target virtual item is completely consumed, and the man-machine interaction efficiency of the player and the circulation efficiency of game resources in the team are effectively improved.
For the convenience of understanding the embodiments of the present application, the following detailed description is provided for a method, an apparatus, a device and a storage medium for processing information in a game provided in the embodiments of the present application. The embodiment of the application can be applied to the field of games, for example, multi-player online tactical competitive games. It should be noted that the present embodiment is not limited to the above type of game.
The processing method in the embodiment of the present application may be executed in a terminal device or a server. The terminal device may be a local terminal device (such as a local touch terminal). When the processing method is operated on the server, the processing method can be a cloud game.
In an alternative embodiment, cloud gaming refers to a cloud computing-based gaming mode. In the running mode of the cloud game, a running main body of a game program and a game picture presenting main body are separated, the storage and the running of a processing method are finished on a cloud game server, and a cloud game client is used for receiving and sending data and presenting a game picture; but the terminal device performing the processing is a cloud game server at the cloud. When a game is played, a user operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed and returned to the cloud game client through a network, and finally the cloud game client decodes the data and outputs the game pictures.
In another alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with a user through a graphical user interface, namely, a game program is downloaded and installed and operated through the electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the user may include a variety of ways, for example, it may be rendered for display on a display screen of the local terminal device or provided to the user by holographic projection. By way of example, the local terminal device may include a display screen for presenting a graphical user interface including game screens and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
For the convenience of understanding the present embodiment, a method for processing information in a game provided in the embodiments of the present application is described in detail below.
Referring to fig. 1, fig. 1 is a schematic flow chart illustrating a method for processing information in a game according to an embodiment of the present application; wherein the processing method comprises steps S101-S104; specifically, the method comprises the following steps:
s101, receiving a use instruction aiming at the target virtual article.
S102, judging whether the assembling quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the using instruction or not.
And S103, if the consumption quantity is not less than the consumption quantity, using and consuming the target virtual articles.
And S104, if the number is smaller than the preset number, sending a message about the target virtual article to at least one second game character.
The method for processing the information in the game provided by the embodiment of the application receives a use instruction aiming at a target virtual article; judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not; if not, using and consuming the consumed quantity of the target virtual articles; if so, sending a message about the target virtual item to at least one second game character. By the method, the player can be helped to quickly ask the appointed second game role for the target virtual item under the condition that the target virtual item is completely consumed, and the man-machine interaction efficiency of the player and the circulation efficiency of game resources in the team are effectively improved.
In an optional implementation, besides the terminal device and the server, the method for processing information in a game may be applied to an information processing system, where the information processing system includes, but is not limited to: a server, a plurality of terminal devices and a communication network between each terminal device and the server. The server may be a system server of a game application, each terminal device runs a game client under the game application, and each terminal device implements data interaction with the server through a communication network, which may include, but is not limited to, a wireless network or a wired network. The foregoing is merely an example, and in the embodiment of the present application, no limitation is made to a specific device type of the terminal device, a specific internal structure of the server, and a specific network type of the communication network.
The following takes the application of the information processing system as an example, and respectively exemplifies the steps of the method for processing the in-game information provided by the embodiment of the present application:
s101, receiving a use instruction aiming at the target virtual article.
Here, in the information processing system, the execution subject of step S101 may be the first terminal device corresponding to the first game character (corresponding to the first terminal device receiving a use instruction of the player for the target virtual good), or may be the server (corresponding to the first terminal device generating a use instruction for the target virtual good in response to a use operation of the player for the target virtual good, and transmitting the use instruction to the server via the communication network); the main body of the execution of the step S101 is not limited in any way in the embodiments of the present application.
The target virtual object may be any virtual object that can be used by the first game character in the game, where the target virtual object may be an attack type virtual object (e.g., weapon type game objects such as sword and gun), a replenishment type virtual object (e.g., medical replenishment type game objects such as medical kit and medicine), or a mobile type virtual carrier (e.g., game objects for assisting the game character to move, such as an automobile, a flying seat, a mobile hook lock, etc.); the embodiments of the present application are not limited to the specific article types of the target virtual articles.
What needs to be described for the above use instruction is that, under different types of first terminal devices, a player can trigger and generate a use instruction for a target virtual article through different types of first operations; for example: when the first terminal device is a Personal Computer (PC), the player may trigger generation of a use instruction for the target virtual item by clicking a specific key (such as a numeric key 4 or an alphabetic key E) on a keyboard (at this time, the first operation is equivalent to a click operation on the specific key); when the first terminal device is a mobile terminal such as a mobile phone or a tablet, the first operation may include, but is not limited to, at least one of the following: the player performs touch operations such as click operation and sliding operation on the game interactive interface (namely, a graphical user interface provided by the first terminal device), and non-touch operations such as gesture control operation suspended on the graphical user interface. Based on this, the embodiment of the present application is not limited to a specific generation manner of the above-described use instruction (corresponding to a specific operation type of the above-described first operation).
S102, judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not.
Here, the number of target virtual items to be assembled includes both the number of assemblies that can be displayed on the game interaction interface (i.e., the graphical user interface provided by the first terminal device) (e.g., when the target virtual item belongs to a ammunition game item, the number of assemblies includes the number of ammunition assembled in the current weapon), and the number of target virtual items stored in the virtual backpack of the first game character (e.g., when the target virtual item belongs to a complementary type item such as a medical bag, the target virtual item is mainly stored in the virtual backpack, and the number of assemblies includes the number of items stored in the virtual backpack); that is, the number of the target virtual items to be assembled corresponds to the number of items of all the target virtual items held by the first game character.
Specifically, for the use instructions of different target virtual articles, the consumption numbers corresponding to the use instructions may be different, for example, the role life value of the first game role is also replenished, and when the target virtual article belongs to a bandage-type game prop with a small unit replenishment value, 5 target virtual articles can be consumed to achieve the prop use effect of increasing the life value of the 100-point role in response to the use instruction of the target virtual article; when the target virtual object belongs to the medical bag game prop with a large unit supply value, 1 target virtual object can be consumed to achieve the prop using effect of increasing the role life value of 100 points in response to the using instruction aiming at the target virtual object; based on this, the embodiment of the present application is not limited to the specific consumption amount corresponding to the use instruction.
And S103, if the consumption quantity is not less than the consumption quantity, using and consuming the target virtual articles.
Here, when the number of assembled target virtual items is greater than or equal to (i.e., not less than) the consumption number corresponding to the use instruction, the target virtual item currently assembled based on the first game character is sufficient to support consumption of the use instruction of this time, and therefore, the server may control the first terminal device to normally execute the use instruction, that is, control the first game character to normally use and consume the consumption number of the target virtual item.
And S104, if the number of the virtual objects is smaller than the preset number, sending a message about the target virtual object to at least one second game character.
In the embodiment of the present application, the game type of the game is a team type game, for example, the game may be a Multiplayer Online Battle sports game (MOBA). In the game, before the game is formally started, the player can freely form a team with other players according to the number of team forming people set in the game application program; after the team formation succeeds, the game team enters the game scene by taking the established game team as a unit, the game team is in match with other game teams, and the game team where the survival player is located finally is the winner of the game. In this case, the number of specific teammates included in the same game team (which corresponds to the number of teammate characters corresponding to the first game character) may be different according to specific game setting information in different game applications, and the number of specific teammate characters corresponding to the first game character is not limited in any way in the embodiment of the present application.
Based on this, when the number of pieces of the target virtual good is smaller than the number of consumptions corresponding to the use instruction, the player may select at least one second game character (the second game character belongs to the teammate character of the first game character) from the teammate characters of the first game characters to seek assistance of the second game character by the server transmitting a message about the target virtual good to the second terminal device corresponding to the second game character.
Specifically, the above message about the target virtual article may include: solicited messages for the target virtual item; the solicitation message is used to prompt the second game character (i.e., the teammate character of the first game character receiving the message) to share the target virtual item with the first game character.
It should be noted that the solicited information may be text information, or may be picture information (e.g., picture information of the target virtual article), or may be image and text information (e.g., picture of the target virtual article and number of specific solicited articles); for the specific information format of the request information, the embodiment of the application is not limited, and only the prompt function can be ensured.
It should be noted that, when the step S104 is executed, the message about the target virtual item may be transmitted to a plurality of teammate characters of the first game character (for example, the message may be transmitted to all teammate characters of the first game character, in this case, the number of the second game characters is plural); or the message about the target virtual item may be sent only to a target teammate character selected by the player from the plurality of teammate characters (in this case, the second game character is the selected target teammate character); the embodiment of the present application is not limited in any way as to the specific number of transmission objects (i.e., the second game characters).
The following description will be made in detail with respect to the specific implementation process of the above steps in the embodiment of the present application, taking as an example that the second game character is a target teammate character selected by the player from a plurality of teammate characters:
when the second game character is a target teammate character selected by the player from the plurality of teammate characters, in step S104, as an alternative embodiment, a specific second game character (i.e. a specific transmission object of the message) may be determined from the teammate characters of the first game character according to the following method shown in step 1 to step 2, specifically:
step 1, when the assembling quantity of the target virtual articles is determined to be smaller than the consumption quantity corresponding to the using instruction, the teammate identification of the first game role is displayed on the game interaction interface corresponding to the first game role according to a preset display mechanism.
Here, the game interaction interface corresponding to the first game character is used for representing a graphical user interface provided by the first terminal device (i.e. the terminal device corresponding to the first game character).
It should be noted that the above-mentioned teammate identifier is only used for indicating the teammate character of the first game character, and the teammate identifier may be directly displayed in the manner of a head portrait of a teammate player on the game interaction interface, or may be alternatively represented by virtual icons of different shapes.
And 2, receiving a selection instruction aiming at the target teammate identifier in the teammate identifiers, and determining the game role indicated by the target teammate identifier as a second game role (namely the selected target teammate role).
Here, similarly to the above-described manner of receiving the use instruction section, in the above-described information processing system, the execution subject of step 2 may be the first terminal device corresponding to the first game character (which corresponds to the first terminal device receiving the selection instruction of the player for the target teammate id), or may be the server (which corresponds to the first terminal device generating the selection instruction for the target teammate id in response to the selection operation of the player for the target teammate id and transmitting the selection instruction to the server based on the communication network); the embodiment of the present application also does not limit the execution body of step 2.
What needs to be described for the selection instruction is that, under different types of first terminal devices, a player can trigger and generate a selection instruction for a target teammate identifier through different types of second operations; for example: when the first terminal device is a personal computer, a player may trigger generation of a selection instruction for a target teammate identifier by clicking a specific key (e.g., numeric key 4 or alphabetic key E) on a keyboard or by clicking a middle mouse key (at this time, the second operation is equivalent to a click operation on the specific key or a sliding operation, a click operation, or the like on the middle mouse key); when the first terminal device is a mobile terminal such as a mobile phone or a tablet, the second operation may include, but is not limited to, at least one of the following: the game device comprises a game interaction interface (namely a graphical user interface provided by the first terminal device), touch operations such as click operations and sliding operations of a player, and non-touch operations such as gesture control operations suspended on the graphical user interface. Based on this, the embodiment of the present application is not limited to a specific generation manner of the selection instruction (corresponding to a specific operation type of the second operation). It should be noted that, in the embodiments of the present application, multiple different preset display mechanisms can be provided to display the teammate identifier of the first game character (the virtual identifier of the teammate character used for indicating the first game character) (multiple teammate identifiers can be displayed simultaneously, or one teammate identifier displayed on an interface can be displayed in a switching manner according to a certain sorting manner), so that a player can select a target teammate identifier for sending a specific message from the displayed teammate identifiers; the embodiment of the present application is not limited to a specific number of teammate identifiers and a specific preset display mechanism displayed on the game interaction interface.
Here, for the preset display mechanisms in the above steps 1 to 2, according to the display number of the teammate identifiers and whether the displayed teammate identifiers belong to the indication identifiers newly added and displayed in the game interaction interface (that is, the graphical user interface provided by the first terminal device), the embodiment of the present application provides the following three specific selectable display mechanisms, specifically:
the optional display mechanism 1 receives a usage instruction for a target virtual article, and when it is determined that the number of the target virtual articles is insufficient (i.e., when the number of the target virtual articles assembled is smaller than the consumption number corresponding to the usage instruction), adds and displays a plurality of teammate identifiers on a graphical user interface (i.e., the game interaction interface) provided by the first terminal device (which is equivalent to that there is no redundant relevant identifier capable of indicating a teammate character on the graphical user interface provided by the first terminal device).
Under the optional display mechanism 1, referring to fig. 2a, fig. 2a is a schematic flow chart illustrating a first method for displaying a teammate identifier on a game interaction interface according to an embodiment of the present application; when the step 1 is executed, the method comprises steps S201-S202; specifically, the method comprises the following steps:
s201, adding a plurality of teammate identifications for displaying the first game role on the game interaction interface, and displaying a first road identification corresponding to each teammate identification in a display area associated with each teammate identification.
Here, the first item identifier is used to represent the number of items of the target virtual item to which the game character indicated by the teammate identifier is attached, that is, the number of items of the target virtual item to which each teammate character (i.e., the game character indicated by the teammate identifier) is actually attached is displayed to the player through the first item identifier while each teammate identifier is displayed, so that the player can quickly select the second game character (i.e., the game character indicated by the target teammate identifier) for asking for the target virtual item (i.e., to which a message about the target virtual item is transmitted) from the plurality of displayed teammate identifiers according to the first item identifier.
Specifically, the display area associated with each teammate identifier may be any one of the following areas: the display area comprises a left area (namely, the display area is positioned on the left side of the teammate mark, and the distance between the display area and the teammate mark is positioned in a preset distance interval), a right area (namely, the display area is positioned on the right side of the teammate mark, and the distance between the display area and the teammate mark is positioned in a preset distance interval), an upper area (namely, the display area is positioned above the teammate mark, and the distance between the display area and the teammate mark is positioned in a preset distance interval), and a lower area (namely, the display area is positioned below the teammate mark, and the distance between the display area and the teammate mark is positioned in a preset distance interval). The embodiment of the present application is not limited in any way as to the specific position of the display area associated with each teammate identifier on the game interaction interface.
It should be noted that, the first track tool identifier may be displayed on the game interaction interface in the form of a digital icon; or can be displayed on the game interaction interface in the form of text information; the embodiment of the present application is not limited to any specific form of the first track mark.
S202, marking a first teammate mark at a first display position in the plurality of teammate marks by using a preset first salient mark, and displaying the first teammate mark with the first salient mark on the game interactive interface.
Here, under the selectable display mechanism 1, the first highlighted flag is used to prompt the player that the first teammate identifier currently marked by the first highlighted flag is in the selected state, at this time, the player may perform switching selection on the teammate identifier currently in the selected state by controlling the first highlighted flag to move among the plurality of teammate identifiers, so that when the first highlighted flag moves to a specific teammate identifier that the player desires to select, in response to a confirmation operation (e.g., a mouse click operation or a touch operation, etc.) of the player for the specific teammate identifier currently in the selected state, it is determined that a selection instruction for the specific teammate identifier is received, and a game character indicated by the specific teammate identifier is determined as a second game character to which a specific message needs to be sent in step S104.
It should be noted that, the first highlighted mark may be a highlight mark, or may be a frame with a specific color (e.g., a red rectangular frame, a green rectangular frame, etc.), and for the specific mark form of the first highlighted mark, the embodiment of the present application is not limited at all, and it is only required to ensure that whether the multiple teammates marks displayed on the interface are in the selected state or not can be displayed differentially based on the existence of the first highlighted mark.
Based on this, when the teammate identifier of the first game character is displayed on the game interaction interface according to the optional display mechanism 1 described in the above steps S201-S202, as shown in fig. 2b, fig. 2b shows a schematic flow chart of a first method for determining a second game character (also equivalent to determining a target teammate identifier) provided in the embodiment of the present application; after step S202 is performed, the method comprises steps S211-S212; specifically, the method comprises the following steps:
s211, receiving a switching instruction aiming at the first prominent mark, controlling the first prominent mark to move from the first teammate mark to a second teammate mark, and displaying the second teammate mark with the first prominent mark on the game interactive interface.
Here, the second teammate identifier is used for representing a teammate identifier adjacent to the first teammate identifier on the game interaction interface; for example, if a plurality of teammate identifiers are distributed laterally on the game interaction interface, the second teammate identifier may be a teammate identifier on the left side of the first teammate identifier (in this case, the first protruding identifier is equivalent to performing a switching movement between the plurality of transversely distributed teammate identifiers in a counterclockwise direction), or may be a teammate identifier on the right side of the first teammate identifier (in this case, the first protruding identifier is equivalent to performing a switching movement between the plurality of transversely distributed teammate identifiers in a clockwise direction); similarly, if a plurality of teammate identifiers are longitudinally distributed on the game interaction interface, the second teammate identifier may be a teammate identifier above the first teammate identifier or a teammate identifier below the first teammate identifier. Based on this, the embodiment of the present application is not limited in any way as to the specific orientation relationship between the second teammate identifier and the first teammate identifier.
It should be noted that, under different types of first terminal devices, a player may trigger generation of the above-mentioned switching instruction for the first highlighted flag based on different types of switching operations, for example: when the first terminal device is a PC terminal, the player can trigger the generation of the switching instruction for the first highlight mark through a specific key on a keyboard (such as a direction key representing different directions of up, down, left and right) or through a mode of rolling a middle key of a mouse; when the first terminal device is a mobile terminal such as a mobile phone or a tablet, the switching operation may further include, but is not limited to, at least one of the following: touch-type operations such as a sliding operation of the first highlight by the player, and non-touch-type operations such as a gesture control operation of hovering over the graphical user interface. Based on this, the embodiment of the present application is also not limited in any way as to the specific generation manner of the above switching instruction (corresponding to the specific operation type of the switching operation).
S212, receiving a selection instruction aiming at the second teammate identifier with the first outstanding mark, and determining the game role indicated by the second teammate identifier as the second game role.
Here, as can be understood from the foregoing steps S201 to S202, the second teammate id with the first protruding flag can represent that the second teammate id is currently in the selected state, and at this time, in response to a confirmation operation (i.e., receiving a selection instruction for the second teammate id with the first protruding flag) performed by the player with respect to the second teammate id in the selected state (i.e., the second teammate id with the first protruding flag), step S104 can be executed while the game character indicated by the second teammate id is determined as the second game character, and a message about the target virtual item can be sent to the second game character.
Specifically, by taking the example that a plurality of newly-added displayed teammate identifiers of a first terminal device belonging to a PC terminal are transversely distributed above a first game role, a first track identifier is displayed in a digital icon form, and a first prominent mark is a highlight mark, fig. 2c shows an interface interaction schematic diagram of a first switching display teammate identifier provided by the embodiment of the present application; as shown in fig. 2c, at the first terminal device, in response to the click operation (i.e. receiving the usage instruction for the target virtual item) of the player on virtual item a (i.e. the target virtual item), when virtual item a is completely consumed (i.e. the assembled number of virtual item a is smaller than the consumption number corresponding to the usage instruction), the first terminal device displays 3 teammate identifiers 210 in the display area above the first game character 100 on the graphical user interface 200 (i.e. the game interaction interface): teammate id 1 for indicating teammate player 1 (also equivalent to indicating the game character controlled by teammate player 1), teammate id 2 for indicating teammate player 2 (also equivalent to indicating the game character controlled by teammate player 2), teammate id 3 for indicating teammate player 3 (also equivalent to indicating the game character controlled by teammate player 3); wherein, numeral icon 2 (i.e., a first club identifier) below teammate identifier 1 is used to indicate that the game character controlled by teammate player 1 is currently equipped with 2 virtual props a, numeral icon 4 below teammate identifier 2 is used to indicate that the game character controlled by teammate player 2 is currently equipped with 4 virtual props a, and numeral icon 1 below teammate identifier 3 is used to indicate that the game character controlled by teammate player 3 is currently equipped with 1 virtual prop a.
For example, if the first display position is the leftmost position, as shown in fig. 2c, the teammate identifier 1 located at the leftmost side (i.e., at the first display position) is marked by using a highlight mark (i.e., a first highlight mark), at this time, the first terminal device responds to a switching operation for the highlight mark (e.g., when the first terminal device belongs to the PC side, a player may trigger a switching operation for the highlight mark by rolling a middle mouse key), determines that a switching instruction for the first highlight mark is received, controls the highlight mark to move from the teammate identifier 1 to the teammate identifier 2 based on the switching instruction (i.e., the switching operation), determines that the teammate identifier 2 is a target teammate identifier if a mouse click operation for the teammate identifier 2 with the highlight mark is received (i.e., a selection instruction for the teammate identifier 2 with the highlight mark is received), determines that the teammate identifier 2 is the target teammate identifier, determines that the game character indicated by the teammate identifier 2 is the second game character, and sends a circulation message of the game character indicated by the virtual player through the server to the terminal device corresponding to the teammate 2 (i.e., the second terminal device corresponding to increase the circulation efficiency of the player a player through the virtual player.
For the specific implementation process of the optional display mechanism 1, considering that, in the actual game process, when a target teammate player that controls a second game character requests a target virtual item, it may not be that each teammate player controls a game character is equipped with a target virtual item, on this basis, the plurality of teammate identifiers in the optional display mechanism 1 may be displayed according to the following two optional implementation manners, specifically:
in optional embodiment 1, a team member identifier corresponding to a plurality of first team member roles is newly displayed on a game interaction interface; wherein the first teammate character is used to characterize the teammate character of the first game character fitted with the target virtual article.
Here, the above optional embodiment 1 is equivalent to displaying only the teammate id corresponding to the teammate character equipped with the target virtual article on the game interaction interface, that is, the target teammate player is requested for the target virtual article for the purpose of selecting the target teammate id (that is, for the purpose of selecting the second game character), so that when the teammate id is displayed according to the above optional embodiment 1, it is advantageous to reduce the occupation of the game interaction interface as much as possible, thereby reducing the visual field interference for the player and improving the human-computer interaction efficiency for the player.
In optional embodiment 2, the teammate identification corresponding to each teammate character is displayed on the game interaction interface, and meanwhile, the first teammate character equipped with the target virtual article and the other teammate characters without the target virtual article are displayed in a differentiated manner in different display forms, so that the player is prevented from selecting the other teammate characters without the target virtual article by misoperation, and the success rate of sending the message about the target virtual article is improved.
Here, the above alternative embodiment 2 may be executed according to the following steps a1 to a2, specifically:
step a1, adding and displaying a teammate mark corresponding to the first teammate role on the game interaction interface according to a first display form.
Here, the first display form may be directly displaying the teammate logo corresponding to the first teammate character (for example, directly displaying the head portrait of the player corresponding to the first teammate character), or may be alternatively representing the teammate logo corresponding to the first teammate character by using virtual icons with different shapes, and the specific display form represented by the first display form is not limited in any way in the embodiment of the present application.
Step a2, according to a second display form, adding and displaying a teammate mark corresponding to the second teammate role on the game interaction interface.
Here, the second teammate character is used to characterize the teammate character of the first game character which is not equipped with the target virtual article; the second display form is used to characterize a display form that is different from the first display form described above.
It should be noted that the second display form only needs to be different from the first display form, so that the player can distinguish a first teammate character (a teammate character equipped with the target virtual item) from a second teammate character (a teammate character not equipped with the target virtual item), for example: if the first display form is to directly display the teammate identifier corresponding to the first teammate role, the second display form can be to display the teammate identifier corresponding to the second teammate role in a semitransparent/gray display form. The embodiments of the present application are not limited to the specific display forms characterized by the second display form.
The optional display mechanism 2 is different from the optional display mechanism 1 in that a use instruction for a target virtual article is received, when it is determined that the number of the target virtual articles is insufficient (that is, the number of the assembled target virtual articles is less than the consumption number corresponding to the use instruction), only one teammate identifier can be newly added and displayed on the game interaction interface, and one teammate identifier displayed on the game interaction interface is displayed in a switching manner by responding to the switching operation of a player on the displayed teammate identifier, so that on the basis of the optional display mechanism 1, the occupation of the game interaction interface can be further reduced, the visual field interference to the player can be reduced, and the human-computer interaction efficiency to the player can be improved.
Under the optional display mechanism 2, referring to fig. 3a, fig. 3a is a schematic flow chart illustrating a second method for displaying a teammate identifier on a game interaction interface according to an embodiment of the present application; in performing the above step 1, the method includes step S301; specifically, the method comprises the following steps:
s301, displaying the third teammate identification of the first game role on the game interaction interface.
Here, the third teammate id is determined from the plurality of teammate ids of the first game character according to the target ranking manner.
It should be noted that the target sorting manner may be set according to an actual sorting requirement, for example, the target sorting manner may be a random sorting manner, or the target sorting manner may be a sorting manner according to a high-to-low item quantity of the assembled target virtual item, and the teammate identifier with the largest item quantity of the assembled target virtual item is preferentially displayed on the game interaction interface; the embodiments of the present application are not limited to the above target ordering manner.
Based on this, when the teammate identifier of the first game character is displayed on the game interaction interface according to the optional display mechanism 2 described in step S301, referring to fig. 3b, fig. 3b is a schematic flowchart illustrating a second method for determining a second game character (that is, determining a target teammate identifier) provided in the embodiment of the present application; after step S301 is performed, the method comprises steps S311-S312; specifically, the method comprises the following steps:
s311, receiving a switching instruction aiming at the third teammate identifier, and replacing the third teammate identifier displayed on the game interaction interface with a fourth teammate identifier of the first game role.
Here, the fourth teammate identity is used for representing the teammate identity which is ranked behind the third teammate identity according to the target sorting mode; for example, if the target ordering is characterized by: ranking the assembled target virtual items according to the mode that the quantity of the assembled target virtual items is from high to low, and then identifying the teammate player (which can also represent the game character controlled by the teammate player) with the characteristic that the assembled target virtual item has the largest quantity of the items; the fourth teammate identifies the teammate player who characterizes the second highest number of items of the assembled target virtual item (and may also characterize the game character controlled by that teammate player).
S312, receiving a selection instruction for the fourth teammate identifier, and determining the game role indicated by the fourth teammate identifier as the second game role.
Here, the implementation of step S312 is the same as step S212, and the repetition points are not described herein again.
Specifically, what is characterized in that the first terminal device belongs to a PC terminal and a target sorting manner is: sequencing according to a mode that the quantity of the assembled target virtual items is from high to low, taking as an example that all teammate players of the first game role are the teammate players represented by the 3 teammate identifiers 210 in fig. 2c, and fig. 3c shows an interface interaction diagram of a second switching display teammate identifier provided by the embodiment of the application; as shown in fig. 3c, in response to a click operation (i.e., receiving a use instruction for a target virtual article) of a virtual item a (i.e., a target virtual article) by a player, when the virtual item a is completely consumed (i.e., when the assembled number of the target virtual article is less than the consumed number corresponding to the use instruction), the first terminal device adds, as a third teammate identifier 300, a teammate identifier 2 displaying the largest number of assembled virtual items a in a display area above the first game character 100 on the graphical user interface 200 (i.e., the game interactive interface), at this time, the first terminal device responds to a switching operation for the third teammate identifier 300 (when the first terminal device belongs to the PC end, the player may trigger a switching operation for the third teammate identifier 300 by means of a middle mouse button), that is, receives a switching instruction for the third teammate identifier 300, and displays, as a fourth teammate identifier 310, the most number of assembled virtual items a teammate identifier 1 on the graphical user interface 200; if a selection instruction of the player for the player with the fourth teammate identifier 310 is received, the teammate identifier 1 is determined to be a target teammate identifier, the game character indicated by the teammate identifier 1 is determined to be a second game character, a message about the virtual prop a is sent to the game character indicated by the teammate identifier 1 through the server, the teammate player 1 (namely the teammate player indicated by the teammate identifier 1) is prompted to share the virtual prop a to the player through the sent message, and circulation efficiency of game resources in the teams is improved.
The display mechanism 3 can be selected, and the player can select the target teammate identifier from the related identifiers by using the related identifiers which can indicate the teammate characters and are originally arranged on the game interactive interface (namely, the related identifiers which can indicate the teammate characters and are arranged on the game interactive interface before the step S101 is executed), so that the repeated utilization rate of the existing information resources on the game interactive interface is improved, and the interface interference on the game interactive interface caused by the fact that too many teammate identifiers are newly and additionally displayed is avoided.
Under the optional display mechanism 3, referring to fig. 4a, fig. 4a is a schematic flow chart illustrating a third method for displaying a teammate identifier on a game interaction interface according to an embodiment of the present application; when the step 1 is executed, the method comprises steps S401-S402; specifically, the method comprises the following steps:
s401, amplifying and displaying a plurality of original fifth teammate identifications on the game interaction interface according to a preset amplification ratio.
Here, the fifth teammate identification is attribute information corresponding to a teammate character used to indicate the first game character; for example, the fifth teammate identifier may be frequently displayed information on the game interaction interface, and before step S101 is executed, the player may view the character status (e.g., status type information such as remaining blood volume, number of items such as gold coins held, etc.) of the teammate character in the game through the fifth teammate identifier displayed on the game interaction interface.
It should be noted that, specific values of the preset amplification ratio are not limited in any way in the embodiment of the present application.
S402, marking a sixth teammate mark at a second display position in the amplified and displayed fifth teammate marks by using a preset second prominent mark, and displaying the sixth teammate mark with the second prominent mark on the game interaction interface.
It should be noted that, similar to the first highlighted mark, the second highlighted mark may be a highlight mark, or may be a frame with a specific color (e.g., a red rectangular frame, a green rectangular frame, etc.), and for the specific mark form of the second highlighted mark, the embodiment of the present application is not limited at all, and it is only required to ensure that whether the multiple fifth teammate marks displayed on the game interaction interface are in the selected state or not can be displayed in a differentiated manner based on the existence of the second highlighted mark.
Based on this, when the teammate identifier of the first game character is displayed on the game interaction interface according to the optional display mechanism 3 described in the above steps S401 to S402, referring to fig. 4b, fig. 4b shows a flowchart of a third method for determining a second game character (i.e., determining a target teammate identifier) provided in the embodiment of the present application; after step S402 is performed, the method comprises steps S411-S412; specifically, the method comprises the following steps:
s411, receiving a switching instruction aiming at the second prominent mark, controlling the second prominent mark to move from the sixth teammate mark to a seventh teammate mark, and displaying the seventh teammate mark with the second prominent mark on the game interactive interface.
Here, the seventh teammate identity is used for representing the teammate identity adjacent to the sixth teammate identity in a plurality of fifth teammate identities; for example, if the plurality of fifth teammates are distributed laterally on the game interaction interface, the seventh teammate identifier may be a teammate identifier on the left side of the sixth teammate identifier (in this case, the second prominent mark is in a counterclockwise direction, and the seventh teammate identifier is in a switching movement between the plurality of laterally distributed fifth teammate identifiers), or may be a teammate identifier on the right side of the sixth teammate identifier (in this case, the second prominent mark is in a clockwise direction, and the seventh teammate identifier is in a switching movement between the plurality of laterally distributed fifth teammate identifiers); similarly, if a plurality of fifth teammates are distributed longitudinally on the game interaction interface, the seventh teammate identifier may be the teammate identifier above the sixth teammate identifier or the teammate identifier below the sixth teammate identifier. Based on this, the embodiment of the present application is not limited to a specific orientation relationship between the seventh teammate identifier and the sixth teammate identifier.
S412, receiving a selection instruction for a seventh teammate identifier with the second highlighted flag, and determining the game character indicated by the seventh teammate identifier as the second game character.
Specifically, the implementation process of the steps S411 to S412 may refer to the implementation manner of the steps S211 to S212, and the repeated parts are not described herein again.
Specifically, taking an example that a first terminal device belongs to a PC terminal and a plurality of original fifth teammate identifiers are longitudinally distributed on the left side of a first game character on a game interaction interface, and a second prominent mark is a highlight mark, fig. 4c shows an interface interaction schematic diagram of a third switching display teammate identifier provided by the embodiment of the present application; as shown in fig. 4c, in response to the click operation (i.e. receiving the use instruction for the target virtual item) of the virtual item a (i.e. the target virtual item) by the player, when the virtual item a is consumed (i.e. the assembled number of the target virtual item is smaller than the consumed number corresponding to the use instruction), the first terminal device performs an enlarged display on the original fifth teammate identifications 400 on the graphical user interface 200 (i.e. the game interactive interface); wherein a plurality of fifth teammate identifiers 400 are longitudinally distributed on the left side of the first game character 100.
For example, taking the second display position as the uppermost position as an example, as shown in fig. 4c, the teammate identifier 1 located at the uppermost position (i.e., at the second display position) is marked by using a highlight mark (i.e., a second highlight mark), at this time, the first terminal device responds to a switching operation for the highlight mark (e.g., when the first terminal device belongs to the PC terminal, a player may trigger the switching operation for the highlight mark by rolling a key in a mouse), that is, receives a switching instruction for the highlight mark, controls the highlight mark to move from the teammate identifier 1 to the teammate identifier 2, determines the teammate identifier 2 as the target teammate identifier if a mouse click operation of the player for the teammate identifier 2 with the highlight mark (i.e., a selection instruction for the teammate identifier 2 with the highlight mark) is received, determines the game character indicated by the teammate identifier 2 as the second game character, and sends a message about the virtual character a to the terminal device corresponding to the player 2, so as to prompt the teammate to circulate the virtual character through the sent message that the teammate identifier 2 (i.e., the game character a player indicates the virtual character a virtual resource sharing efficiency is increased.
For the specific implementation process of the above steps 1 to 2, considering that the response time of a specific operation in a game is mostly limited, on the basis of the three optional display mechanisms provided above, while the teammate identifier of the first game character is displayed according to the preset display mechanism in the step 1, a countdown identifier may also be displayed on the game interaction interface, so as to prompt the player through the countdown identifier to the effective selection duration of the second game character in the process of the current operation, so that the player can complete the selection of the second game character within the effective selection duration.
Based on this, in an alternative implementation, referring to fig. 5a, fig. 5a is a schematic flow chart illustrating a method for displaying a countdown indicator on a game interactive interface according to an embodiment of the present application; when step 1 is executed (i.e. when it is determined that the assembly number of the target virtual article is smaller than the consumption number corresponding to the use instruction), the method includes steps S501-S502; specifically, the method comprises the following steps:
s501, displaying a countdown identifier on a game interaction interface corresponding to the first game role.
It should be noted that, the countdown indicator may be displayed on the game interaction interface in the form of a progress bar, or may be displayed on the game interaction interface in the form of a timer, and the specific identification form of the countdown indicator is not limited in this application.
Here, the initial display state of the countdown indicator on the game interaction interface is used for prompting the effective selection duration for the second game role; for example, taking the effective selection duration as 2 minutes, when the specific identifier form of the countdown identifier belongs to the form of the progress bar, the time progress of the representation corresponding to the initial display state (i.e., the state that the progress bar is pulled to full) of the countdown identifier on the game interaction interface is 2 minutes; when the specific identification form of the countdown identification belongs to the form of a timer, the countdown starting and ending time corresponding to the representation of the initial display state of the countdown identification on the game interaction interface is 2 minutes.
It should be noted that the specific value of the effective selection duration may be adjusted according to the actual game setting requirement, and the embodiment of the present application is not limited in any way with respect to the specific value of the effective selection duration.
S502, controlling the display state of the countdown identifier on the game interaction interface to keep synchronous with the time variation within the effective selection duration.
Here, the final display state of the countdown indicator on the game interactive interface is used for representing that the selection of the second game role is stopped; that is, the countdown indicator is used to prompt the player to complete the selection operation for the second game character (i.e., the target teammate indicator described above) within the valid selection period.
Specifically, if the countdown indicator is displayed on the game interaction interface in the form of a progress bar, taking the graphical user interface 200 shown in fig. 2c as an example, on the basis that a plurality of teammate indicators are displayed according to the optional display mechanism 1 shown in the foregoing steps S201 to S202, fig. 5b shows an interface interaction diagram for updating the display state of the countdown indicator according to a time change provided in the embodiment of the present application; as shown in fig. 5b, in response to the click operation (i.e. receiving the usage instruction for the target virtual item) of the virtual item a (i.e. the target virtual item) by the player, when the virtual item a is completely consumed (i.e. the number of assembled target virtual items is smaller than the consumption number corresponding to the usage instruction), the first terminal device displays 3 teammate identifiers 210 in the display area above the first game character 100 on the graphical user interface 200 (i.e. the game interaction interface): teammate identification 1 for indicating teammate player 1 (and the game character controlled by teammate player 1), teammate identification 2 for indicating teammate player 2 (and the game character controlled by teammate player 2), teammate identification 3 for indicating teammate player 3 (and the game character controlled by teammate player 3); wherein, the digital icon 2 (i.e. the first track identifier) below the teammate identifier 1 is used for indicating that the game character controlled by the teammate player 1 is currently equipped with 2 virtual items a, the digital icon 4 below the teammate identifier 2 is used for indicating that the game character controlled by the teammate player 2 is currently equipped with 4 virtual items a, and the digital icon 1 below the teammate identifier 3 is used for indicating that the game character controlled by the teammate player 3 is currently equipped with 1 virtual item a; in addition, the first terminal device displays a countdown indicator 500 in the form of a progress bar on the graphic user interface 200.
Illustratively, as shown in FIG. 5b, the initial display state of the countdown indicator 500 on the graphical user interface 200 (i.e., the display state when the colors are all full) is used to prompt the player to complete the selection of the second game character (i.e., the target teammate indicator) within 2 minutes of the effective selection period; on this basis, after the time passes 50 seconds, the display state of the countdown indicator 500 on the graphical user interface 200 is controlled to keep synchronous with the time variation of 50 seconds (i.e., the progress bar of the blank portion of the countdown indicator 500 at this time represents the time length of 50 seconds) to prompt the player that 1 minute and 10 seconds remain for the currently effective selection time of the second game character.
In this embodiment of the present application, based on the existence of the countdown indicator, the specific sending method of the message about the target virtual item in step S104 may further include the following two optional sending methods, specifically:
the sending method 1 may be selected, where the selection instruction for the second game character is received within the effective selection duration, and a message about the target virtual item is sent to the second game character.
Here, in the alternative transmission mode 1, the first terminal device is equivalent to transmitting a message about the target virtual item to the selected second game character (i.e., the game character indicated by the target teammate identity) immediately after the player clicks the middle mouse button to confirm the selection of the target teammate identity (i.e., receives the selection instruction for the second game character).
And in an optional sending mode 2, within the effective selection duration, receiving a selection instruction for the second game character, and sending a message about the target virtual item to the second game character when the countdown identifier is determined to be in the final display state.
Here, in the optional transmission mode 2, the first terminal device is equivalent to automatically transmit the message about the target virtual item to the selected second game device (i.e., the game character indicated by the target teammate identifier) at the end of the countdown.
In the embodiment of the present application, based on the existence of the countdown indicator, the embodiment of the present application further provides a practical implementation manner of how to cancel the selection of the second game character (which is equivalent to cancel the sending of the current message about the target virtual item)/directly cancel the function of generating and sending the message in the local game within the valid selection duration, specifically:
in practical embodiment 1, within the valid selection duration, a cancel sending instruction for the message is received, and the message is cancelled from being sent to the second game character.
Here, under different types of first terminal devices, a player may trigger generation of the cancel sending instruction through different types of target controls; for example: when the first terminal device is a PC terminal, the target control may be a specific key (such as a Tab key) on a keyboard, and a cancellation sending instruction for the message may be triggered by a player clicking the specific key; when the first terminal device is a mobile terminal such as a mobile phone or a tablet, the target control can be a specific virtual control displayed on the graphical user interface, and the player can trigger a cancel sending instruction for the message by long-pressing or clicking the specific virtual control; based on this, the embodiment of the present application is not limited in any way to the specific generation manner of the cancel sending instruction (i.e. the specific operation type for the target control).
In the feasible embodiment 2, in the valid selection duration, the generation prohibition instruction for the message is received, and the generation and sending functions for the message in the local game are cancelled.
Here, the player may trigger generation of the generation prohibition instruction by a different operation for the target control; similarly to the cancel sending instruction, the embodiment of the present application is not limited in any way as to the specific generation manner of the generation prohibition instruction.
Specifically, under different types of first terminal devices, a player can trigger and generate a generation prohibition instruction through different operations aiming at a target control; for example, still taking the case that the first terminal device is a PC terminal and the target control is a Tab key on a keyboard as an example, when the player clicks the Tab key, the generation of a cancel sending instruction for the message may be triggered; when the player presses the Tab key for a long time (e.g., the pressing time exceeds 5 seconds), the generation of the generation prohibition instruction for the message can be triggered.
After the above steps are performed (i.e., after the sending of the message about the target virtual item is completed), in an alternative embodiment, referring to fig. 6, fig. 6 shows a flowchart of a first method for acquiring the target virtual item according to an embodiment of the present application; after step S104 is performed, the method includes step S601; specifically, the method comprises the following steps:
s601, receiving a transmission instruction for a target virtual article, and sending the target virtual article appointed to be transmitted in the transmission instruction to the first game character when determining that the virtual backpack of the first game character has free storage space.
Here, the transmission instruction is transmitted when a character distance between the second game character and the first game character in a game scene of the game is less than or equal to a target distance threshold; that is, when the first game character is closer to the currently selected second game character in the game scene, if the second game character confirms to share the target virtual item with the first game character (that is, the server receives the transmission instruction for the target virtual item), the first terminal device may directly transmit the target virtual item, which is transmitted by the second game character through the transmission instruction, in the case that the virtual backpack has a vacancy.
It should be noted that, for the specific value of the target distance threshold, the embodiment of the present application is not limited at all.
In another alternative embodiment, referring to fig. 7, fig. 7 is a schematic flow chart of a second method for obtaining a target virtual article according to the examples of the present application; after step S104 is performed, the method includes step S701; specifically, the method comprises the following steps:
s701, receiving a pickup instruction aiming at the target virtual article, and controlling the first game role to pick up the target virtual article in the game scene.
Here, the target virtual item in the game scene is placed in the game scene by the second game character based on the received message; that is, when the first game character is far away from the currently selected second game character in the game scene (for example, when the distance exceeds the target distance threshold), from the perspective of game fairness, the first game character can be controlled to pick up the target virtual item discarded by the second game character from the game scene according to the normal sharing mechanism of the virtual item in the existing game.
For the above two optional embodiments of obtaining the target virtual item, it should be noted that, for how the first game character obtains the target virtual item shared by the second game character, the embodiment of the present application is not limited at all.
The method for processing the information in the game receives a use instruction aiming at a target virtual article; judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not; if not, using and consuming the consumed quantity of the target virtual articles; if so, sending a message about the target virtual item to at least one second game character. By the method, the player can be helped to quickly ask the appointed second game role for the target virtual item under the condition that the target virtual item is completely consumed, and the man-machine interaction efficiency of the player and the circulation efficiency of game resources in the team are effectively improved.
Based on the same inventive concept, the present application further provides a processing device corresponding to the method for processing information in a game, and since the principle of solving the problem of the processing device in the embodiment of the present application is similar to that of the method for processing information in a game in the embodiment of the present application, the implementation of the processing device may refer to the implementation of the processing method, and repeated details are omitted.
Referring to fig. 8, fig. 8 is a schematic structural diagram illustrating a processing apparatus for processing information in a game according to an embodiment of the present application, where the processing apparatus includes:
a first receiving module 801, configured to receive a usage instruction for a target virtual item;
a first determining module 802, configured to determine whether the assembly quantity of the target virtual items of the first game character is smaller than the consumption quantity corresponding to the use instruction;
a first response module 803, configured to use and consume the consumed amount of the target virtual item if not less than the predetermined threshold;
a second response module 804, configured to send a message about the target virtual item to at least one second game character if less than.
In an alternative embodiment, the second response module 804 is configured to determine the second game character by:
when the assembling quantity of the target virtual articles is determined to be smaller than the consumption quantity corresponding to the using instruction, displaying the teammate identification of the first game role on the game interaction interface corresponding to the first game role according to a preset display mechanism;
and receiving a selection instruction aiming at a target teammate identifier in the teammate identifiers, and determining the game role indicated by the target teammate identifier as the second game role.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to the preset display mechanism, the second response module 804 is configured to:
adding a plurality of teammate identifications for displaying the first game role on the game interaction interface, and displaying a first road tool identification corresponding to each teammate identification in a display area associated with each teammate identification; the first item identifier is used for representing the item quantity of the target virtual item assembled by the game role indicated by the team-friend identifier;
and marking a first teammate mark at a first display position in the plurality of teammate marks by using a preset first salient mark, and displaying the first teammate mark with the first salient mark on the game interaction interface.
In an alternative embodiment, the second response module 804 is configured to determine the second game character by:
receiving a switching instruction aiming at the first prominent mark, controlling the first prominent mark to move from the first teammate mark to a second teammate mark, and displaying the second teammate mark with the first prominent mark on the game interactive interface; the second teammate identifier is used for representing a teammate identifier adjacent to the first teammate identifier on the game interaction interface;
and receiving a selection instruction aiming at a second teammate mark with the first outstanding mark, and determining the game role indicated by the second teammate mark as the second game role.
In an alternative embodiment, when a plurality of teammate identifiers for displaying the first game character are added to the game interaction interface, the second response module 804 is configured to:
newly adding and displaying team friend identifications corresponding to a plurality of first team friend roles on the game interaction interface; wherein the first teammate character is used to characterize the teammate character of the first game character fitted with the target virtual item;
alternatively, the first and second liquid crystal display panels may be,
according to a first display form, adding and displaying a teammate mark corresponding to the first teammate role on the game interaction interface;
according to a second display form, a teammate mark corresponding to a second teammate role is newly displayed on the game interaction interface; wherein the second teammate character is for characterizing a teammate character of the first game character that is not equipped with the target virtual article.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to the preset display mechanism, the second response module 804 is further configured to:
displaying a third teammate identification of the first game character on the game interactive interface; and the third teammate identifier is determined from the plurality of teammate identifiers of the first game role according to a target sorting mode.
In an alternative embodiment, the second response module 804 is further configured to determine the second game character by:
receiving a switching instruction aiming at the third teammate identifier, and replacing the third teammate identifier displayed on the game interaction interface with a fourth teammate identifier of the first game role; the fourth teammate identifier is used for representing the teammate identifier which is ranked behind the third teammate identifier according to the target sorting mode;
and receiving a selection instruction aiming at the fourth teammate identifier, and determining the game role indicated by the fourth teammate identifier as the second game role.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to the preset display mechanism, the second response module 804 is further configured to:
amplifying and displaying a plurality of original fifth teammates marks on the game interaction interface according to a preset amplification ratio; the fifth teammate identifier is used for indicating attribute information corresponding to the teammate role of the first game role;
and marking a sixth teammate mark at a second display position in the amplified and displayed plurality of fifth teammate marks by using a preset second prominent mark, and displaying the sixth teammate mark with the second prominent mark on the game interaction interface.
In an alternative embodiment, the second response module 804 is further configured to determine the second game character by:
receiving a switching instruction aiming at the second prominent mark, controlling the second prominent mark to move from the sixth teammate mark to a seventh teammate mark, and displaying the seventh teammate mark with the second prominent mark on the game interaction interface; the seventh teammate identifier is used for representing the teammate identifier adjacent to the sixth teammate identifier in a plurality of fifth teammate identifiers;
receiving a selection instruction aiming at a seventh teammate identifier with the second prominent mark, and determining the game role indicated by the seventh teammate identifier as the second game role.
In an alternative embodiment, the message about the target virtual item includes: solicited messages for the target virtual item; wherein the solicitation message is used to prompt the second game character to share the target virtual item with the first game character.
In an alternative embodiment, when it is determined that the assembly quantity of the target virtual item is smaller than the consumption quantity corresponding to the usage instruction, the second response module 804 is configured to:
displaying a countdown identifier on a game interaction interface corresponding to the first game role; wherein the initial display state of the countdown indicator on the game interaction interface is used for prompting the effective selection duration for the second game role;
controlling the display state of the countdown identifier on the game interaction interface to keep synchronous with the time variation within the effective selection time length; wherein the final display state of the countdown indicator on the game interaction interface is used for representing that the selection of the second game role is stopped.
In an alternative embodiment, when the message about the target virtual item is sent to at least one second game character, the second response module 804 is configured to:
receiving a selection instruction aiming at the second game role within the effective selection time length, and sending a message about the target virtual article to the second game role;
alternatively, the first and second electrodes may be,
and receiving a selection instruction aiming at the second game role within the effective selection time length, and sending a message about the target virtual article to the second game role when the countdown identifier is determined to be in the final display state.
In an optional implementation, the processing apparatus further comprises: an information processing module, wherein the information processing module is configured to:
within the effective selection duration, receiving a sending canceling instruction aiming at the message, and canceling sending the message to the second game role;
alternatively, the first and second electrodes may be,
and receiving a generation prohibition instruction aiming at the message within the effective selection duration, and canceling the generation and sending functions aiming at the message in the game.
In an optional implementation, the processing apparatus further comprises: an item receiving module, wherein the item receiving module is to:
receiving a transmission instruction aiming at a target virtual item, and sending the target virtual item appointed to be transmitted in the transmission instruction to the first game role when the virtual backpack of the first game role has free storage space; wherein the transmission instruction is sent when the character distance between the second game character and the first game character in the game scene of the game is smaller than or equal to a target distance threshold value;
alternatively, the first and second liquid crystal display panels may be,
receiving a pickup instruction aiming at the target virtual item, and controlling the first game role to pick up the target virtual item in the game scene; wherein a target virtual item in the game scene is placed in the game scene by the second game character based on the received message.
The in-game information processing device provided by the application receives a use instruction for a target virtual article; judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not; if not, using and consuming the consumed quantity of the target virtual articles; if so, a message is sent to at least one second game character regarding the target virtual item. By the method, the player can be helped to quickly ask the appointed second game role for the target virtual item under the condition that the target virtual item is completely consumed, and the man-machine interaction efficiency of the player and the circulation efficiency of game resources in the team are effectively improved.
Fig. 9 is a schematic structural diagram of an electronic device 900 according to an embodiment of the present application, including: the electronic device 900 executes a method for processing information in a game, as in the embodiment, the processor 901 communicates with the memory 902 through the bus 903, and the processor 901 executes the machine readable instructions, where the processor 901 executes the machine readable instructions to implement the following steps:
receiving a use instruction for a target virtual article;
judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not;
if not, using and consuming the consumed quantity of the target virtual articles;
if the target virtual article is smaller than the target virtual article, sending a message about the target virtual article to at least one second game character.
In an alternative embodiment, processor 901 is configured to determine the second game character by:
when the assembling quantity of the target virtual articles is determined to be smaller than the consumption quantity corresponding to the using instruction, displaying the teammate identification of the first game role on the game interaction interface corresponding to the first game role according to a preset display mechanism;
and receiving a selection instruction aiming at a target teammate identifier in the teammate identifiers, and determining the game role indicated by the target teammate identifier as the second game role.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to the preset display mechanism, the processor 901 is configured to:
adding a plurality of teammate identifications for displaying the first game role on the game interaction interface, and displaying a first road tool identification corresponding to each teammate identification in a display area associated with each teammate identification; the first item identifier is used for representing the item quantity of the target virtual item assembled by the game role indicated by the teammate identifier;
and marking a first teammate mark at a first display position in the plurality of teammate marks by using a preset first salient mark, and displaying the first teammate mark with the first salient mark on the game interaction interface.
In an alternative embodiment, processor 901 is configured to determine the second game character by:
receiving a switching instruction aiming at the first prominent mark, controlling the first prominent mark to move from the first teammate mark to a second teammate mark, and displaying the second teammate mark with the first prominent mark on the game interactive interface; the second teammate identifier is used for representing a teammate identifier adjacent to the first teammate identifier on the game interaction interface;
and receiving a selection instruction aiming at a second teammate mark with the first outstanding mark, and determining the game role indicated by the second teammate mark as the second game role.
In an alternative embodiment, when adding a plurality of teammates identifiers for displaying the first game character on the game interaction interface, the processor 901 is configured to:
newly adding and displaying team friend identifications corresponding to a plurality of first team friend roles on the game interaction interface; wherein the first teammate character is used to characterize the teammate character of the first game character equipped with the target virtual article;
alternatively, the first and second electrodes may be,
according to a first display form, adding and displaying a teammate mark corresponding to the first teammate role on the game interaction interface;
according to a second display form, newly displaying a teammate mark corresponding to a second teammate role on the game interaction interface; wherein the second teammate character is for characterizing a teammate character of the first game character that is not equipped with the target virtual article.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to a preset display mechanism, the processor 901 is further configured to:
displaying a third teammate identification of the first game character on the game interactive interface; and the third teammate identifier is determined from the plurality of teammate identifiers of the first game role according to a target sorting mode.
In an alternative embodiment, processor 901 is further configured to determine the second game character by:
receiving a switching instruction aiming at the third teammate identifier, and replacing the third teammate identifier displayed on the game interaction interface with a fourth teammate identifier of the first game role; the fourth teammate identifier is used for representing the teammate identifier which is ranked behind the third teammate identifier according to the target sorting mode;
and receiving a selection instruction aiming at the fourth teammate identifier, and determining the game role indicated by the fourth teammate identifier as the second game role.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to a preset display mechanism, the processor 901 is further configured to:
amplifying and displaying a plurality of original fifth teammate identifications on the game interaction interface according to a preset amplification ratio; the fifth teammate identifier is used for indicating attribute information corresponding to the teammate role of the first game role;
and marking a sixth teammate mark at a second display position in the amplified and displayed plurality of fifth teammate marks by using a preset second prominent mark, and displaying the sixth teammate mark with the second prominent mark on the game interaction interface.
In an alternative embodiment, processor 901 is further configured to determine the second game character by:
receiving a switching instruction aiming at the second prominent mark, controlling the second prominent mark to move from the sixth teammate mark to a seventh teammate mark, and displaying the seventh teammate mark with the second prominent mark on the game interaction interface; the seventh teammate identifier is used for representing the teammate identifier adjacent to the sixth teammate identifier in a plurality of fifth teammate identifiers;
receiving a selection instruction aiming at a seventh teammate identification with the second prominent mark, and determining the game role indicated by the seventh teammate identification as the second game role.
In an alternative embodiment, the message about the target virtual item includes: solicited messages for the target virtual item; wherein the solicitation message is used to prompt the second game character to share the target virtual item with the first game character.
In an alternative embodiment, when determining that the fitting quantity of the target virtual item is smaller than the consumption quantity corresponding to the usage instruction, the processor 901 is configured to:
displaying a countdown identifier on a game interaction interface corresponding to the first game role; wherein the initial display state of the countdown indicator on the game interaction interface is used for prompting the effective selection duration for the second game role;
controlling the display state of the countdown identifier on the game interaction interface to keep synchronous with the time variation within the effective selection duration; wherein the final display state of the countdown indicator on the game interaction interface is used for representing that the selection of the second game role is stopped.
In an alternative embodiment, when sending the message about the target virtual item to at least one second game character, the processor 901 is configured to:
receiving a selection instruction aiming at the second game role within the effective selection duration, and sending a message about the target virtual article to the second game role;
alternatively, the first and second electrodes may be,
receiving a selection instruction for the second game character within the effective selection duration, and sending a message about the target virtual item to the second game character when the countdown indicator is determined to be in the final display state.
In an alternative embodiment, the processor 901 is further configured to:
within the effective selection duration, receiving a sending cancellation instruction aiming at the message, and canceling sending of the message to the second game role;
alternatively, the first and second electrodes may be,
and receiving a generation prohibition instruction aiming at the message within the effective selection duration, and canceling the generation and sending functions aiming at the message in the game.
In an alternative embodiment, the processor 901 is further configured to:
receiving a transmission instruction aiming at a target virtual item, and sending the target virtual item appointed to be transmitted in the transmission instruction to the first game role when the virtual backpack of the first game role is determined to have free storage space; wherein the transmission instruction is transmitted when the character distance between the second game character and the first game character in the game scene of the game is smaller than or equal to a target distance threshold value;
alternatively, the first and second electrodes may be,
receiving a pickup instruction aiming at the target virtual item, and controlling the first game role to pick up the target virtual item in the game scene; wherein a target virtual item in the game scene is placed in the game scene by the second game character based on the received message.
The electronic equipment provided by the application receives a use instruction aiming at a target virtual article; judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not; if not, using and consuming the consumed quantity of the target virtual articles; if so, sending a message about the target virtual item to at least one second game character. By the method, the player can be helped to quickly ask the appointed second game role for the target virtual item under the condition that the target virtual item is completely consumed, and the man-machine interaction efficiency of the player and the circulation efficiency of game resources in the team are effectively improved.
Based on the same inventive concept, the embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program is executed by a processor when the computer program is executed by the processor, where the processor executes the following steps:
receiving a usage instruction for a target virtual item;
judging whether the assembling quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not;
if not, using and consuming the consumed quantity of the target virtual articles;
if the target virtual article is smaller than the target virtual article, sending a message about the target virtual article to at least one second game character.
In an alternative embodiment, the processor is configured to determine the second game character by:
when the assembling quantity of the target virtual articles is determined to be smaller than the consumption quantity corresponding to the using instruction, displaying the teammate identification of the first game role on the game interaction interface corresponding to the first game role according to a preset display mechanism;
and receiving a selection instruction aiming at a target teammate identifier in the teammate identifiers, and determining the game role indicated by the target teammate identifier as the second game role.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to a preset display mechanism, the processor is configured to:
adding a plurality of teammate identifications for displaying the first game role on the game interaction interface, and displaying a first road tool identification corresponding to each teammate identification in a display area associated with each teammate identification; the first item identifier is used for representing the item quantity of the target virtual item assembled by the game role indicated by the team-friend identifier;
and marking a first teammate mark at a first display position in the plurality of teammate marks by using a preset first salient mark, and displaying the first teammate mark with the first salient mark on the game interaction interface.
In an alternative embodiment, the processor is configured to determine the second game character by:
receiving a switching instruction aiming at the first prominent mark, controlling the first prominent mark to move from the first teammate mark to a second teammate mark, and displaying the second teammate mark with the first prominent mark on the game interactive interface; the second teammate identifier is used for representing a teammate identifier adjacent to the first teammate identifier on the game interaction interface;
receiving a selection instruction aiming at a second teammate identification with the first outstanding mark, and determining the game role indicated by the second teammate identification as the second game role.
In an alternative embodiment, when a plurality of teammate identifiers for displaying the first game character are newly added to the game interactive interface, the processor is configured to:
newly adding and displaying team friend identifications corresponding to a plurality of first team friend roles on the game interaction interface; wherein the first teammate character is used to characterize the teammate character of the first game character equipped with the target virtual article;
alternatively, the first and second liquid crystal display panels may be,
newly displaying a teammate mark corresponding to the first teammate role on the game interaction interface according to a first display form;
according to a second display form, newly displaying a teammate mark corresponding to a second teammate role on the game interaction interface; wherein the second teammate character is for characterizing a teammate character of the first game character that is not equipped with the target virtual article.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to a preset display mechanism, the processor is further configured to:
displaying a third teammate identification of the first game character on the game interactive interface; and the third teammate identifier is determined from the plurality of teammate identifiers of the first game role according to a target sorting mode.
In an alternative embodiment, the processor is further configured to determine the second game character by:
receiving a switching instruction aiming at the third teammate identifier, and replacing the third teammate identifier displayed on the game interaction interface with a fourth teammate identifier of the first game role; the fourth teammate identifier is used for representing the teammate identifier which is ranked behind the third teammate identifier according to the target sorting mode;
receiving a selection instruction aiming at the fourth teammate identification, and determining the game role indicated by the fourth teammate identification as the second game role.
In an optional implementation manner, when the teammate identifier of the first game character is displayed on the game interaction interface corresponding to the first game character according to the preset display mechanism, the processor is further configured to:
amplifying and displaying a plurality of original fifth teammate identifications on the game interaction interface according to a preset amplification ratio; the fifth teammate identifier is used for indicating attribute information corresponding to the teammate role of the first game role;
and marking a sixth teammate mark at a second display position in the amplified and displayed plurality of fifth teammate marks by using a preset second prominent mark, and displaying the sixth teammate mark with the second prominent mark on the game interaction interface.
In an alternative embodiment, the processor is further configured to determine the second game character by:
receiving a switching instruction aiming at the second prominent mark, controlling the second prominent mark to move from the sixth teammate mark to a seventh teammate mark, and displaying the seventh teammate mark with the second prominent mark on the game interaction interface; the seventh teammate identifier is used for representing the teammate identifier adjacent to the sixth teammate identifier in a plurality of fifth teammate identifiers;
receiving a selection instruction aiming at a seventh teammate identification with the second prominent mark, and determining the game role indicated by the seventh teammate identification as the second game role.
In an alternative embodiment, the message regarding the target virtual item includes: solicited messages for the target virtual item; the message is used for prompting the second game role to share the target virtual item with the first game role.
In an optional embodiment, upon determining that the number of assemblies of the target virtual item is less than the consumption number corresponding to the usage instruction, the processor is configured to:
displaying a countdown identifier on a game interaction interface corresponding to the first game role; the initial display state of the countdown identifier on the game interaction interface is used for prompting the effective selection duration aiming at the second game role;
controlling the display state of the countdown identifier on the game interaction interface to keep synchronous with the time variation within the effective selection time length; wherein the final display state of the countdown indicator on the game interaction interface is used for representing that the selection of the second game role is stopped.
In an alternative embodiment, the processor, when sending the message regarding the target virtual item to at least one second game character, is configured to:
receiving a selection instruction aiming at the second game role within the effective selection time length, and sending a message about the target virtual article to the second game role;
alternatively, the first and second electrodes may be,
receiving a selection instruction for the second game character within the effective selection duration, and sending a message about the target virtual item to the second game character when the countdown indicator is determined to be in the final display state.
In an optional embodiment, the processor is further configured to:
within the effective selection duration, receiving a sending canceling instruction aiming at the message, and canceling sending the message to the second game role;
alternatively, the first and second liquid crystal display panels may be,
and receiving a generation prohibition instruction aiming at the message in the effective selection time length, and canceling the generation and sending functions aiming at the message in the game.
In an optional embodiment, the processor is further configured to:
receiving a transmission instruction aiming at a target virtual item, and sending the target virtual item appointed to be transmitted in the transmission instruction to the first game role when the virtual backpack of the first game role has free storage space; wherein the transmission instruction is transmitted when the character distance between the second game character and the first game character in the game scene of the game is smaller than or equal to a target distance threshold value;
alternatively, the first and second electrodes may be,
receiving a pickup instruction aiming at the target virtual item, and controlling the first game role to pick up the target virtual item in the game scene; wherein a target virtual item in the game scene is placed in the game scene by the second game character based on the received message.
Receiving a use instruction for a target virtual article based on the computer-readable storage medium provided by the embodiment of the application; judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not; if not, using and consuming the consumed quantity of the target virtual articles; if so, a message is sent to at least one second game character regarding the target virtual item. By the method, the player can be helped to quickly ask the appointed second game role for the target virtual item under the condition that the target virtual item is completely consumed, and the man-machine interaction efficiency of the player and the circulation efficiency of game resources in the team are effectively improved.
In the embodiment of the present application, when being executed by a processor, the computer program may further execute other machine-readable instructions to perform other processing methods as described in the embodiment, and for the method steps and principles of specific execution, reference is made to the description of the embodiment, which is not described in detail herein.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above-described apparatus embodiments are merely illustrative, and for example, the division of the units into only one type of logical function may be implemented in other ways, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not implemented. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
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 position, or may be distributed on multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk, and various media capable of storing program codes.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined or explained in subsequent figures, and moreover, the terms "first," "second," "third," etc. are used merely to distinguish one description from another, and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present application. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (17)

1. A method for processing information in a game, the method comprising:
receiving a use instruction for a target virtual article;
judging whether the assembling quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not;
if not, using and consuming the consumed quantity of the target virtual articles;
if so, sending a message about the target virtual item to at least one second game character.
2. The processing method according to claim 1, wherein the second game character is determined by:
when the assembling quantity of the target virtual articles is determined to be smaller than the consumption quantity corresponding to the using instruction, displaying the teammate identification of the first game role on the game interaction interface corresponding to the first game role according to a preset display mechanism;
and receiving a selection instruction aiming at a target teammate identifier in the teammate identifiers, and determining the game role indicated by the target teammate identifier as the second game role.
3. The processing method according to claim 2, wherein the displaying the teammate identifier of the first game character on the game interactive interface corresponding to the first game character according to a preset display mechanism comprises:
newly adding a plurality of teammate identifications for displaying the first game role on the game interaction interface, and displaying a first road identification corresponding to each teammate identification in a display area associated with each teammate identification; the first item identifier is used for representing the item quantity of the target virtual item assembled by the game role indicated by the teammate identifier;
and marking a first teammate mark at a first display position in the plurality of teammate marks by using a preset first salient mark, and displaying the first teammate mark with the first salient mark on the game interaction interface.
4. A process according to claim 3 in which the second game character is determined by:
receiving a switching instruction aiming at the first prominent mark, controlling the first prominent mark to move from the first teammate mark to a second teammate mark, and displaying the second teammate mark with the first prominent mark on the game interaction interface; the second teammate identifier is used for representing a teammate identifier adjacent to the first teammate identifier on the game interaction interface;
receiving a selection instruction aiming at a second teammate identification with the first outstanding mark, and determining the game role indicated by the second teammate identification as the second game role.
5. The processing method of claim 3, wherein adding a plurality of teammate identifications for displaying the first game character to the game interactive interface comprises:
newly adding and displaying team friend identifications corresponding to a plurality of first team friend roles on the game interaction interface; wherein the first teammate character is used to characterize the teammate character of the first game character fitted with the target virtual item;
alternatively, the first and second electrodes may be,
newly displaying a teammate mark corresponding to the first teammate role on the game interaction interface according to a first display form;
according to a second display form, newly displaying a teammate mark corresponding to a second teammate role on the game interaction interface; wherein the second teammate character is used to characterize the teammate character of the first game character not equipped with the target virtual article.
6. The processing method according to claim 2, wherein the displaying of the teammate identifier of the first game character on the game interactive interface corresponding to the first game character according to a preset display mechanism further comprises:
displaying a third teammate identification of the first game character on the game interactive interface; and the third teammate identifier is determined from the plurality of teammate identifiers of the first game role according to a target sorting mode.
7. The processing method of claim 6, wherein the second game character is determined by:
receiving a switching instruction aiming at the third teammate identifier, and replacing the third teammate identifier displayed on the game interaction interface with a fourth teammate identifier of the first game role; the fourth teammate identifier is used for representing the teammate identifier which is ranked behind the third teammate identifier according to the target sorting mode;
receiving a selection instruction aiming at the fourth teammate identification, and determining the game role indicated by the fourth teammate identification as the second game role.
8. The processing method according to claim 2, wherein the displaying of the teammate identifier of the first game character on the game interactive interface corresponding to the first game character according to a preset display mechanism further comprises:
amplifying and displaying a plurality of original fifth teammates marks on the game interaction interface according to a preset amplification ratio; the fifth teammate identifier is used for indicating attribute information corresponding to the teammate role of the first game role;
and marking a sixth teammate mark at a second display position in the amplified and displayed plurality of fifth teammate marks by using a preset second prominent mark, and displaying the sixth teammate mark with the second prominent mark on the game interaction interface.
9. The processing method of claim 8, wherein the second game character is determined by:
receiving a switching instruction aiming at the second prominent mark, controlling the second prominent mark to move from the sixth teammate mark to a seventh teammate mark, and displaying the seventh teammate mark with the second prominent mark on the game interaction interface; the seventh teammate mark is used for representing the teammate mark adjacent to the sixth teammate mark in a plurality of fifth teammate marks;
receiving a selection instruction aiming at a seventh teammate identification with the second prominent mark, and determining the game role indicated by the seventh teammate identification as the second game role.
10. The processing method of claim 1, wherein the message regarding the target virtual item comprises: solicited messages for the target virtual item; the message is used for prompting the second game role to share the target virtual item with the first game role.
11. The processing method according to claim 1, wherein when it is determined that the number of assemblies of the target virtual item is smaller than the consumption number corresponding to the usage instruction, the processing method further comprises:
displaying a countdown identifier on a game interaction interface corresponding to the first game role; wherein the initial display state of the countdown indicator on the game interaction interface is used for prompting the effective selection duration for the second game role;
controlling the display state of the countdown identifier on the game interaction interface to keep synchronous with the time variation within the effective selection duration; wherein the final display state of the countdown indicator on the game interaction interface is used for representing that the selection of the second game role is stopped.
12. The process of claim 11, wherein said sending a message to at least one second game character regarding said target virtual item comprises:
receiving a selection instruction aiming at the second game role within the effective selection time length, and sending a message about the target virtual article to the second game role;
alternatively, the first and second electrodes may be,
receiving a selection instruction for the second game character within the effective selection duration, and sending a message about the target virtual item to the second game character when the countdown indicator is determined to be in the final display state.
13. The processing method according to claim 11, characterized in that it further comprises:
within the effective selection duration, receiving a sending canceling instruction aiming at the message, and canceling sending the message to the second game role;
alternatively, the first and second electrodes may be,
and receiving a generation prohibition instruction aiming at the message in the effective selection time length, and canceling the generation and sending functions aiming at the message in the game.
14. The process of claim 1, further comprising:
receiving a transmission instruction aiming at a target virtual item, and sending the target virtual item appointed to be transmitted in the transmission instruction to the first game role when the virtual backpack of the first game role is determined to have free storage space; wherein the transmission instruction is sent when the character distance between the second game character and the first game character in the game scene of the game is smaller than or equal to a target distance threshold value;
alternatively, the first and second electrodes may be,
receiving a pickup instruction aiming at the target virtual item, and controlling the first game role to pick up the target virtual item in the game scene; wherein a target virtual item in the game scene is placed in the game scene by the second game character based on the received message.
15. An apparatus for processing in-game information, the apparatus comprising:
the first receiving module is used for receiving a use instruction aiming at the target virtual article;
the first judgment module is used for judging whether the assembly quantity of the target virtual articles of the first game role is smaller than the consumption quantity corresponding to the use instruction or not;
a first response module, configured to consume the consumed amount of the target virtual item if the consumed amount is not less than the predetermined threshold;
and the second response module is used for sending a message about the target virtual article to at least one second game role if the number is smaller than the preset number.
16. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating over the bus when the electronic device is operating, the machine-readable instructions when executed by the processor performing the steps of the method of processing in-game information according to any of claims 1 to 14.
17. A computer-readable storage medium, characterized in that the computer-readable storage medium has stored thereon a computer program which, when being executed by a processor, carries out the steps of the method for processing information in a game as claimed in any one of claims 1 to 14.
CN202211222148.0A 2022-10-08 2022-10-08 Method, device and equipment for processing information in game and storage medium Pending CN115518377A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202211222148.0A CN115518377A (en) 2022-10-08 2022-10-08 Method, device and equipment for processing information in game and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202211222148.0A CN115518377A (en) 2022-10-08 2022-10-08 Method, device and equipment for processing information in game and storage medium

Publications (1)

Publication Number Publication Date
CN115518377A true CN115518377A (en) 2022-12-27

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
CN202211222148.0A Pending CN115518377A (en) 2022-10-08 2022-10-08 Method, device and equipment for processing information in game and storage medium

Country Status (1)

Country Link
CN (1) CN115518377A (en)

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