CN117339206A - Method and device for processing task information in game, electronic equipment and storage medium - Google Patents

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

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Publication number
CN117339206A
CN117339206A CN202311289386.8A CN202311289386A CN117339206A CN 117339206 A CN117339206 A CN 117339206A CN 202311289386 A CN202311289386 A CN 202311289386A CN 117339206 A CN117339206 A CN 117339206A
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China
Prior art keywords
effect
parameter
event
target task
user interface
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CN202311289386.8A
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Chinese (zh)
Inventor
钟姊晏
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202311289386.8A priority Critical patent/CN117339206A/en
Publication of CN117339206A publication Critical patent/CN117339206A/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
    • A63F13/537Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Abstract

The present disclosure provides a method, an apparatus, an electronic device, and a storage medium for processing task information in a game. Wherein the method comprises the following steps: in the process that the player virtual object executes the target task, responding to a first event affecting the effect parameters of the target task to take effect, and updating the current effect parameters of the target task according to the first event and other events in effect corresponding to the target task; displaying an effect state component on the graphical user interface according to the current effect parameters; the effect state component comprises a parameter state identifier representing the magnitude relation of the current effect parameter relative to a preset parameter, wherein the preset parameter is a parameter value corresponding to the execution condition of the target task when the target task is not affected. By the technology disclosed by the invention, the superposition influence result of a plurality of events on the effect parameters can be intuitively reflected, and reliable information is provided for the rapid and correct decision of the player.

Description

Method and device for processing task information in game, electronic equipment and storage medium
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a method and an apparatus for processing task information in a game, an electronic device, and a storage medium.
Background
The speed of execution of tasks in some competitive games or other performance parameters (e.g., the magnitude of the attack, the amount of blood) may be affected by a variety of game mechanisms. These game mechanisms can be divided into two categories: one class of game mechanisms promotes the performance parameters of task execution, and another class of game mechanisms reduces the performance parameters of task execution. At the same time, the two game mechanisms may exist at the same time, and in this case, the effect parameter of task execution is a value obtained by overlapping and affecting the two game mechanisms.
Taking a decoding task in an asymmetric competitive game as an example, in the decoding task execution process, a decoding progress bar is displayed in a game interface so as to prompt a player of the current progress of the decoding task. When a game mechanism of acceleration or deceleration is effective, a speed increasing and decreasing effect icon corresponding to the game mechanism is displayed nearby the decoding progress bar. Or, further, the speed increasing/decreasing effect icon may display speed increasing/decreasing text prompt information corresponding to other effective game mechanisms.
The prompting modes of improving or reducing the effect parameters in the task execution process are all carried out aiming at a single game mechanism, and only reflect the single influence of the task execution effect parameters under the game mechanism, so that a player can hardly make a quick and correct decision based on the effect parameter prompting mode.
Disclosure of Invention
The embodiment of the disclosure aims to provide a processing method, a processing device, electronic equipment and a storage medium of task information in a game, which can intuitively reflect the superposition influence result of a plurality of game mechanisms (or called events) on the task execution effect parameters and provide reliable information for quick and correct decisions of players.
The embodiment of the disclosure provides a processing method of task information in a game, which provides a graphical user interface of the game through terminal equipment, wherein the content displayed by the graphical user interface at least comprises a part of game scenes, and the method comprises the following steps: in the process that a player virtual object executes a target task, responding to a first event affecting an effect parameter of the target task to take effect, and updating the current effect parameter of the target task according to the first event and other events in effect corresponding to the target task; the effect parameters represent the execution condition of the target task, and the first event and the other events have a lifting effect or a reducing effect on the effect parameters of the target task; displaying an effect state component on the graphical user interface according to the current effect parameter; the effect state component comprises a parameter state identifier representing the magnitude relation of the current effect parameter relative to a preset parameter, wherein the preset parameter is a parameter value corresponding to the execution condition of the target task when the target task is not affected.
In a second aspect, an embodiment of the present disclosure further provides a processing apparatus for task information in a game, where a graphical user interface of the game is provided through a terminal device, and content displayed on the graphical user interface includes at least a part of a game scene, where the apparatus includes: the effect parameter updating module is used for responding to a first event affecting the effect parameter of the target task to take effect in the process of executing the target task by the player virtual object, and updating the current effect parameter of the target task according to the first event and other events in effect corresponding to the target task; the effect parameters represent the execution condition of the target task, and the first event and the other events have a lifting effect or a reducing effect on the effect parameters of the target task; the state component display module is used for displaying an effect state component on the graphical user interface according to the current effect parameters; the effect state component comprises a parameter state identifier representing the magnitude relation of the current effect parameter relative to a preset parameter, wherein the preset parameter is a parameter value corresponding to the execution condition of the target task when the target task is not affected.
In a third aspect, an embodiment of the present disclosure further provides an electronic device, including a processor and a memory, where the memory stores computer executable instructions executable by the processor, and the processor executes the computer executable instructions to implement a method for processing task information in the game.
In a fourth aspect, embodiments of the present disclosure further provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement a method for processing task information in a game as described above.
The embodiment of the disclosure provides a processing method, a device, an electronic device and a storage medium for task information in a game, wherein in the process of executing a target task by a player virtual object, if the target task is not influenced by other events, the effect parameter of the target task is a preset parameter, when the target task is influenced by a first event and other events, the current effect parameter of the target task is updated according to the first event and other events, an effect state component containing a parameter state identifier is displayed on a graphical user interface according to the current effect parameter, and because the parameter state identifier represents the size relation of the current effect parameter relative to the preset parameter, the player can intuitively know the overall result of the target task influenced by a plurality of events, and further can make a quick and accurate decision according to the parameter state identifier, so that the player can obtain better results in the game.
Drawings
In order to more clearly illustrate the embodiments of the present disclosure or the prior art, the drawings that are required in the detailed description or the prior art will be briefly described, it will be apparent that the drawings in the following description are some embodiments of the present disclosure, and other drawings may be obtained according to the drawings without inventive effort for a person of ordinary skill in the art.
FIG. 1 is a schematic illustration of an implementation environment provided by an embodiment of the present disclosure;
FIG. 2 is a flowchart of a method for processing task information in a game according to an embodiment of the present disclosure;
FIG. 3 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
FIG. 4 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 7 is a flowchart of another method for processing task information in a game according to an embodiment of the present disclosure;
FIG. 8 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 9 is a block diagram of a device for processing task information in a game according to an embodiment of the present disclosure;
fig. 10 is a block diagram of an electronic device according to an embodiment of the present disclosure.
Detailed Description
The technical solutions of the present disclosure will be clearly and completely described below in connection with embodiments, and it is apparent that the described embodiments are some embodiments of the present disclosure, but not all embodiments. Based on the embodiments in this disclosure, all other embodiments that a person of ordinary skill in the art would obtain without making any inventive effort are within the scope of protection of this disclosure.
First, the disclosure is directed to introducing nouns:
(1) Virtual scene (Game scene)
The virtual scene is a virtual scene that an application program displays (or provides) when running on a terminal or a server. Optionally, the virtual scene is a simulation environment for the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, ocean and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The virtual scene is a scene of a complete game logic of a virtual object such as user control, for example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for a player to control the virtual object to fight, and an exemplary virtual scene may include: at least one element selected from mountains, flat lands, rivers, lakes, oceans, deserts, sky, plants, buildings and vehicles; for example, in a 2D or 2.5D card game, the virtual scene is a scene for showing a released card or a virtual object corresponding to the released card, and exemplary virtual scenes may include: arenas, battle fields, or other "field" elements or other elements that can display the status of card play; for a 2D or 2.5D multiplayer online tactical game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight, an exemplary virtual scene may include: mountain, line, river, classroom, table and chair, podium, etc.
(2) Game interface
The game interface is an interface corresponding to the application program provided or displayed through the graphical user interface, and the interface comprises a UI interface and a game picture for the player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indication identifiers (e.g., direction indication identifiers, character indication identifiers, etc.), information presentation areas (e.g., number of clicks, time of play, etc.), or game setting controls (e.g., system settings, stores, gold coins, etc.) may be included in the UI interface. In an alternative embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, and the like for executing game logic in the virtual scene.
(3) Virtual object
Virtual objects refer to dynamic objects that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, a cartoon character, or the like. The virtual object is a Character that a Player controls through an input device, or is an artificial intelligence (Artificial Intelligence, AI) set in a virtual environment fight by training, or is a Non-Player Character (NPC) set in a virtual environment fight. Optionally, the virtual object is a virtual character playing an athletic in the virtual scene. Optionally, the number of virtual objects in the virtual scene fight is preset, or dynamically determined according to the number of clients joining the fight, which is not limited by the embodiments of the disclosure. In one possible implementation, a user can control a virtual object to move in the virtual scene, e.g., control the virtual object to run, jump, crawl, etc., as well as control the virtual object to fight other virtual objects using skills, virtual props, etc., provided by the application.
(4) Player character (also called player virtual object)
A player character refers to a virtual object that may be manipulated by a player to be active in a gaming environment, which may also be referred to as a formula character, hero character in some electronic games. The player character may be at least one of a virtual character, a virtual animal, a cartoon character, a virtual vehicle, or the like.
For ease of understanding, a game scenario applicable to the present embodiment will be described first. In a game, a plurality of virtual objects participate, and each user corresponds to one virtual object; the plurality of virtual objects may be divided into two teams, with the virtual object of the first team being responsible for defending and the virtual object of the second team being responsible for escaping, the virtual object of the first team being prevented from escaping by attacking the virtual object of the second team. During escape, the virtual objects of the second team are usually required to execute some set tasks, and the execution process of the tasks may reduce the execution effect parameters of the virtual objects of the first team due to the damage of the first team or improve the execution effect parameters of the virtual objects of the second team due to the influence of the states or actions of the other virtual objects of the second team. The effect parameter is an attribute parameter associated with the virtual object and is used for characterizing the specific situation of the virtual object executing the task. Taking the decoding task as an example, in the execution process of the decoding task, the decoding speed of the decoding task is related to events such as equipment or identity selected by a decoding party, states (needing to be decoded, dawn state and injured state) of teammates of the decoding party, the decoding task progress, the number of roles participating in the decoding task, the game time of the game and the like, the decoding speed is increased due to the occurrence of some events, and the decoding speed is reduced due to the occurrence of some events. If the decoding speed is in the accelerating speed, the player can continue to execute the decoding task so as to finish the task as soon as possible; if the decoding speed is in deceleration, the player can execute other more urgent tasks or execute tasks corresponding to the acceleration event. However, since the number of events affecting the decoding speed is relatively large, it is difficult for the player to determine whether the current decoding speed is in a speed-up or speed-down state after being affected by a plurality of events at the same time, and thus the decision of the next action cannot be made quickly, and sometimes the game fails due to a decision error or untimely. Based on the foregoing, the embodiments of the present disclosure provide a method, an apparatus, an electronic device, and a storage medium for processing task information in a game, where the technology may be applied to the foregoing game scenario or other game scenarios with task classes, for example: the technique can be applied in the context of asymmetric competitive games.
In one embodiment of the present disclosure, a method for processing task information in a game may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the processing method of task information in the game runs on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and client equipment.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the processing method of task information in the game are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the invention provides a method, a device, an electronic device and a storage medium for processing task information in a game, and a graphical user interface is provided through a terminal device, wherein the terminal device can be the aforementioned local terminal device or the aforementioned client device in a cloud interaction system. A graphical user interface is provided by the terminal device, the graphical user interface including at least a portion of a game scene, a plurality of virtual objects participating in a game of authority.
Embodiments of the present disclosure provide a schematic illustration of the implementation environment shown in fig. 1. The implementation environment may include: a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device are respectively communicated with the server to realize data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client that executes the method for processing in-game task information provided by the present disclosure, and the game server is a server that executes the method for processing in-game task information provided by the present disclosure. The first terminal device and the second terminal device can respectively communicate with the game server through the client.
Taking a first terminal device as an example, the first terminal device establishes communication with the game server through the operation client. In an alternative embodiment, the server establishes the game based on the client's game request. And when the first terminal equipment receives the response of the server, displaying a virtual scene corresponding to the game through a graphical user interface of the first terminal equipment. The first terminal device is a device controlled by a first user, the virtual object displayed in the graphical user interface of the first terminal device is a player virtual character controlled by the first user, and the first user inputs an operation instruction through the graphical user interface to control the player virtual character to execute a corresponding operation in the virtual scene, for example, to control the player virtual character to execute a target task in the virtual scene.
The server calculates data according to game data reported by the first terminal equipment and the second terminal equipment, and synchronizes the calculated game data to the first terminal equipment and the second terminal equipment, so that the first terminal equipment and the second terminal equipment control rendering of corresponding virtual scenes and/or virtual objects in the graphical user interface according to the synchronous data issued by the server.
In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same character attribute, or may have different character attributes.
It should be noted that, the virtual objects in the current game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices respectively, that is, in the current game, there are two or more terminal devices that perform transmission and synchronization of game data with the game server respectively.
Fig. 2 is a flowchart of a method for processing task information in a game, where the method provides a graphical user interface of the game through a terminal device, and content displayed on the graphical user interface includes at least a part of game scenes, and the method includes:
In step S202, during execution of the target task by the player virtual object, in response to the first event affecting the effect parameter of the target task, the current effect parameter of the target task is updated according to the first event and other events in effect corresponding to the target task.
The effect parameters in this embodiment represent the execution condition of the target task, and the first event and other events have a lifting effect or a reducing effect on the effect parameters of the target task.
The target task may be a deciphering task in an asymmetric competitive game, a moving task in a racing game, or an attack task, a defense task, a blood return task and the like in a fight game. The effect parameters of such target tasks may be dynamically changed by the influence of gain events or benefit-reducing events, which may be dynamically triggered according to the game mechanism. The gain event is an event with an increasing influence on the effect parameter of the target task, and the benefit reducing event is an event with a decreasing influence on the effect parameter of the target task. The improvement or reduction of the effect parameter is aimed at the original effect parameter (also called as preset parameter) that no gain event and no minus event affect in the execution process of the target task, that is, the effect parameter corresponding to the gain event is larger than the original effect parameter, and the effect parameter corresponding to the minus event is smaller than the original effect parameter.
The first event and the other events may be partly gain events and partly subtraction events, or in some game scenarios, the first event and the other events may be gain events or subtraction events. The target task corresponds to a gain event and a benefit reducing event, each event can automatically take effect based on the setting of a game mechanism, so that the effective moments of the gain event and the benefit reducing event can be different or the same, the first event and the other events correspond to a failure mechanism, after the events take effect, when a game scene or a game parameter accords with the failure mechanism of one target event in the first event and the other events, the target event fails, and the failed target event can not influence the effect parameter of the target task any more. The failure mechanisms corresponding to different events may be different.
When a plurality of effective events influence the effect parameters of the target task in the process of executing the target task, the current effect parameters are corresponding values after the superposition of the effective events.
Step S204, displaying an effect state component on the graphical user interface according to the current effect parameters; the effect state component comprises a parameter state identifier representing the magnitude relation of the current effect parameter relative to a preset parameter.
The preset parameter is a parameter value corresponding to the execution condition of the target task when the target task is not affected, and belongs to a conventional value of the effect parameter.
The effect state component may be a resident control in a graphical user interface, and a display style of the parameter state identifier in the effect state component may be associated with a size of a current effect parameter of the target task, so as to represent a size relationship of the current effect parameter relative to a preset parameter through the display style of the parameter state identifier. For example: if the current effect parameter is larger than the preset parameter, the display mode of the parameter state identifier in the effect state component is a first mode; if the current effect parameter is equal to the preset parameter, the display mode of the parameter state identifier in the effect state component is a second mode; if the current effect parameter is smaller than the preset parameter, the display mode of the parameter state identifier in the effect state component is a third mode.
In the method, if the virtual object of the player is not influenced by other events in the process of executing the target task, the effect parameter of the target task is a preset parameter, when the virtual object of the player is influenced by the first event and other events, the current effect parameter of the target task is updated according to the first event and other events, and the effect state component comprising the parameter state identification is displayed on the graphical user interface according to the current effect parameter.
The method further comprises the following steps: in the process that the player virtual object executes the target task, a first event which influences the effect parameters of the target task takes effect, and no other effective event influences the effect parameters of the target task, the current effect parameters of the target task are updated according to the first event, and an effect state component is displayed on a graphical user interface according to the current effect parameters; as described above, the effect state component includes a parameter state identification that characterizes the magnitude relationship of the current effect parameter relative to a preset parameter. In this way, when the first event takes effect, the current effect parameter of the target task can be updated according to the first event, and the effect state component can be displayed on the graphical user interface according to the current effect parameter, so that the player can intuitively know the influence of the first event on the effect parameter of the target task, and make a quick and accurate decision.
As one possible implementation manner, the event correspondence that affects the effect parameter of the target task has an effect value, based on which, updating the current effect parameter of the target task according to the first event and the other events in effect corresponding to the target task includes: acquiring a first influence value of a first event and second influence values of other events in effect corresponding to a target task; and calculating the current effect parameter of the target task according to the first influence value of the first event and the second influence value of each other event. The effect operation can be objectively and accurately obtained by calculating the current effect parameters through the influence values of all events, and the reliability of the data is further ensured.
As a possible embodiment, the impact value of the event having an increasing impact on the effect parameter is a positive value, and the impact value of the event having a decreasing impact on the effect parameter is a negative value. Based on this, calculating the current effect parameter of the target task from the first effect value of the first event and the second effect value of each other event may specifically include: and summing the first influence value of the first event and the second influence value of each other event to obtain the current effect parameter of the target task. For example, if the first impact value of the first event is 1, the second impact value of the second event is-1, and the second impact value of the third event is 2, the current effect parameter=preset parameter+1-1+2=preset parameter+2. Or, the first influence value of the first event is 20%, the second influence value of the second event in other events is-10%, and the second influence value of the third event is 10%, then the current effect parameter=the preset parameter (100% +20% -10% +10%) =the preset parameter×120%, i.e. the preset parameter 1.2 times the current effect parameter.
In order to more intuitively display the size relation between the current effect parameter and the preset parameter, the display effect state component on the graphical user interface according to the current effect parameter includes: responsive to the current effect parameter being greater than the preset parameter, displaying an effect state component comprising a first parameter state identifier on the graphical user interface; responsive to the current effect parameter being equal to the preset parameter, displaying an effect state component comprising a second parameter state identifier on the graphical user interface; responsive to the current effect parameter being less than the preset parameter, displaying an effect state component comprising a third parameter state identifier on the graphical user interface; the first parameter state mark represents the improvement of the effect parameter, the second parameter state mark represents the equivalence of the effect parameter, and the third parameter state mark represents the reduction of the effect parameter. Taking the example that the parameter state identifiers comprise icons, the icon styles of the first parameter state identifier, the second parameter state identifier and the third parameter state identifier are different, and the positions of the icons of the first parameter state identifier, the second parameter state identifier and the third parameter state identifier in the effect state component can be the same. According to the mode, three relations between the current effect parameters and the preset parameters can be clearly shown through the three different parameter state identifiers, so that players can know the integral influence of a plurality of events on the effect parameters of the target task in time.
Referring to the graphical user interface schematic diagrams shown in fig. 3 to 5, in which the graphical user interface of fig. 3 displays a player virtual character 34 and a non-player virtual character 34, and also displays an execution progress identifier 33 of a target task being executed by the player virtual character 34, the execution progress identifier being used to characterize execution progress prompt information; the execution progress prompt message includes an icon prompt message and/or a text prompt message, which is a combination of the icon prompt message and the text prompt message in fig. 3, and a shaded area in an annular icon in the execution progress mark 33 is used for representing the proportion of the completed task, and a text in the middle of the annular icon represents the proportion of the completed task in the whole target task. The graphical user interface of fig. 3 further displays an effect status component 32, and a first parameter status identifier 31 is displayed on one side in the effect status component 32, and three upward arrows in fig. 3 are first patterns of the first parameter status identifier 31, which indicate that the current effect parameter is greater than the preset parameter. Fig. 4 replaces the first parameter status identifier 31 of fig. 3 with the second parameter status identifier 41 on the basis of fig. 3, and three horizontal lines are used to indicate that the current effect parameter is equal to the preset parameter. Fig. 5 replaces the first parameter status identifier 31 of fig. 3 with the third parameter status identifier 51 on the basis of fig. 3, and three downward arrows are used to indicate that the current effect parameter is smaller than the preset parameter.
In order to make it easier for the player to recognize the parameter status markers, the display color of the first parameter status marker is a first set color, the display color of the second parameter status marker is a second set color, and the display color of the third parameter status marker is a third set color. For example, the first set color is green, the second set color is white, and the third set color is red. Taking the parameter status identifiers in fig. 3 to 5 as an example, the upward arrow in the first parameter status identifier may be green, the horizontal line in the second parameter status identifier may be white, the downward arrow in the third parameter status identifier may be red, and the background colors of the parameter status identifiers may be black. In this way, the player can quickly and accurately determine the magnitude relation between the current effect parameter and the preset parameter through the color of the parameter state identifier.
The parameter status identifier comprises an icon identifier and/or a text information identifier. For example, the parameter status identifier includes only an icon identifier, or the parameter status identifier includes only a text information identifier, or the parameter status identifier includes an icon identifier and a text information identifier. The icon or character identification mode is visual, and the size relation between the current effect parameter and the preset parameter can be clearly displayed. The icon identifier may be an icon corresponding to the parameter status identifier in fig. 3 to 5, and the text information identifier may be "effect parameter up", "effect parameter down", or "effect parameter is a preset parameter". The colors of the character information marks can also have the three colors, namely a first set color for improving the effect parameters, a second set color for presetting the effect parameters and a third set color for reducing the effect parameters.
In order to make the player clearly know which specific events are the effect parameters affecting the target task, the effect state component further includes information corresponding to the event list. Based on this, displaying the effect status component at the graphical user interface according to the current effect parameter comprises: adding the identification information of the first event into an event list, wherein the event list comprises the identification information of the other events; the parameter status identifications and the event list are displayed by an effects status component in the graphical user interface. If the event list has more identification information of the event, the whole event list is considered to be displayed, so that the larger space of the graphical user interface is occupied, and the game scene is blocked, therefore, a part of event list can be displayed, and other undisplayed contents of the event list can be checked through operations such as dragging. The mode of displaying the effect state component comprising the parameter state identification and the event list (all or part of information) can enable a player to know the overall effect result of a plurality of events on the effect parameters of the target task simply and intuitively, and can also know specific event information affecting the effect parameters through the identification information in the event list, so that the content of information prompt is enriched.
As a possible implementation manner, the adding the identification information of the first event to the event list may include: adding the identification information of the first event into an event list according to a preset ordering mode; wherein the ordering includes ordering in order of time of effect or ordering in order of event impact size. The identification information of the last effective event is ranked at the first position of the event list in a mode of ordering the effective time sequence, and the identification information of the rest events are sequentially moved backwards according to the effective time sequence. In the event influence size sorting mode, the sorting of the events can be performed according to the absolute value of the influence value corresponding to the event, and the identification information of the event with the largest influence is arranged at the first position of the event list. The event list in this embodiment can accommodate a larger amount of identification information, so as to meet the needs of practical applications. Through the sorting mode, the identification information of the important events can be placed at the front position of the event list as far as possible, so that the events can be displayed on a graphical user interface, and the events are convenient for a player to check.
The identification information of the event may be an event icon or a text name of the event. In order for the player to be aware that the event list is not fully displayed, displaying the parameter status identification and event list through the effect status component in the graphical user interface may include: (1) Displaying the whole identification information of the first N events in the event list and the partial identification information of the (n+1) th event in the event list in an effect state component of the graphical user interface; where N is a set value, for example, N is 3 or 4. (2) And displaying the parameter state identification corresponding to the current effect parameter in an effect state component of the graphical user interface. By displaying a part of the identification information of the (n+1) th event in the event list in the effect state component, the player can be prompted that some events in the event list are hidden, the situation that the player misunderstands that the events displayed in the effect state component are all events which currently affect the target task effect parameters is avoided, and the readability of the information is improved.
Referring to the graphical user interface schematic diagram shown in fig. 6, which further includes an event list 61 on the basis of fig. 3, the overall identification information of the events A, B and C of the first 3 of the event list 61 is displayed in the effect state component, and part of the identification information (e.g., half of the identification information) of the fourth event D is displayed in the effect state component, so that the player can clearly know that the event list is hidden after the related event, and the entire event list can be displayed through operations such as dragging or clicking. Based on this, the above method further comprises: and displaying identification information of all events in the event list in response to a selected operation for the displayed event list. The above-mentioned selection operation may be a click operation of a mouse, or when the terminal device is a touch device, the selection operation may also be a touch operation or a long-press operation, etc. The method can reduce the shielding of the event list to the game scene, and can simply acquire the information of related events through the selection operation of the event list when a player needs to know more event information.
In order to facilitate the player to understand the prompt information of the effect state component, the color of the identification information of the first type event with the lifting effect on the effect parameter of the target task in the event list is a first set color, and the color of the identification information of the second type event with the reducing effect on the effect parameter of the target task in the event list is a third set color. By setting the color of the event identification information consistent with the parameter state identification, the player can be more remarkably reminded of the overall influence of a plurality of events on the effect parameters of the target task and the single influence of a single event.
Displaying the effect state component on the graphical user interface according to the current effect parameter comprises: setting the frame color of the effect state component according to the size relation between the current effect parameter and the preset parameter; and displaying the effect state component with the frame colors on a graphical user interface. The color of the frame of the effect state component can be consistent with the color of the parameter state mark, namely, if the current effect parameter is larger than the preset parameter, the color of the frame of the effect state component is set to be green; if the current effect parameter is equal to the preset parameter, setting the frame color of the effect state component to be white; if the current effect parameter is smaller than the preset parameter, setting the frame color of the effect state component to be red. Through setting up the frame colour of effect state subassembly, can remind the player current effect parameter with predetermine the size relation of parameter more striking, promoted the readability of information in the effect state subassembly.
As one possible implementation, when the effect parameters of the target task are affected by a gain event or a subtraction event, the graphical user interface may display an effect state component whose manifestation may be designed with reference to the following information:
1. Effect parameter icon
The effect parameter is larger than the preset parameter, and a green icon is adopted; the effect parameters are equal to preset parameters, and white icons are adopted; the effect parameter is smaller than the preset parameter, and a red icon is adopted.
2. Event icon
The icons corresponding to the gain events are green icons; the icons corresponding to the reducing and beneficial events are red icons; different gain events, different shapes of icons or different patterns in the icons, and green in color. Different minus events, different shapes of icons or different patterns in the icons, and red color.
3. Frame of effect state component
The effect parameters are larger than the preset parameters, and the frame of the effect state component is a green frame; the effect parameters are equal to the preset parameters, and the frame of the effect state component is a white frame; the effect parameter is smaller than the preset parameter, and the frame of the effect state component is a red frame.
In order to enhance the mobility of the game screen, the adding the identification information of the first event to the event list may include: the identification information of the first event is displayed in a first dynamic manner at the head of the event list of the effect state component. The first action mode may be that identification information of the first event is displayed in a sliding action mode at the forefront of the event list.
The event in the event list will fail when the set duration is met or when another event is triggered, and the failed event will not affect the effect parameters of the target task, based on this, the method further includes: and in response to the second event in the displayed event list being invalid, moving the identification information of the second event out of the event list in a second dynamic effect manner. The second action mode may be a cancel animation of the identification information of the second event. By moving the invalidation event out of the event list, the event list can always maintain the event affecting the effect parameter, reliable data information is provided for the player, and the moving-out mode of the second dynamic mode can enhance the liveliness of the game picture.
In order to further improve the rationality of the display of the effect status component, the display of the effect status component on the graphical user interface according to the current effect parameter includes: and in response to the display time length of the event list reaching the preset time length, hiding the event list without changing the event in the event list in the process that the display time length reaches the preset time length. The preset duration may be a set number of seconds, during this duration, compared with the target task, there is no event added or disappeared, and the event in the event list is not changed, so that the event list in the effect state component may be completely hidden, and only the parameter state identifier is reserved, so as to reduce the occupation range of the effect state component on the graphical user interface.
The effect parameter of the target task may be a speed parameter of executing the target task, such as a vehicle speed in a racing game, a decoding speed in decoding the task, and the like. Of course, the effect parameter of the target task may be other attribute parameters than the speed parameter, such as a blood volume parameter or an attack force parameter in a combat game. Insofar as the size of the attribute parameter is affected by a plurality of game mechanisms or game events, it is within the scope of the embodiments of the present disclosure that it is not listed here one by one.
In order to make the player further know the execution condition of the target task, the method further comprises the following steps: the execution progress prompt information of the target task is also displayed at the associated position (such as the adjacent position below, above, left side or right side of the effect state component) of the graphical user interface effect state component; the execution progress prompt message comprises an icon prompt message and/or a text prompt message. Such as the execution progress marker 33 in fig. 3-5.
In the following, explanation will be given by taking a deciphered task in an asymmetric game as an example of a target task, referring to fig. 7, the method for processing task information in the game of the present embodiment may include the following steps:
In step S702, in the process of executing the decoding task by the virtual object of the player, progress information of the decoding task is displayed in real time on the graphical user interface.
The progress information of the deciphered task may be displayed in the form of a progress bar or in the form of a ring icon of progress identification information as in fig. 3-5.
Step S704, in response to the first event affecting the decoding speed of the decoding task, determining the first decoding speed of the decoding task and the speed state identifier corresponding to the first decoding speed according to the first event.
The decoding speed of the decoding task is the normal speed before the first event is not effective.
For example: the first event may be that teammates of the player virtual object join the decoding task, multiple persons execute the decoding task, and the decoding speed of the decoding task is usually reduced, where the speed state identifier corresponding to the first decoding speed is a speed reduction identifier. First decoding speed=normal speed+deceleration value of first event, and the deceleration value is negative, then decoding task proceeds with first decoding speed.
Step S706, executing the decoding task at the first decoding speed, and displaying an effect state component containing the speed state identifier on the graphical user interface.
Step S708, in response to the effectiveness of other events affecting the above-mentioned decoding speed, updating the current decoding speed of the decoding task and the current speed state identifier corresponding to the current decoding speed according to all the events in effectiveness corresponding to the decoding task.
Other events corresponding to the decoding task may be events corresponding to new configuration of the player virtual object, which may have an acceleration effect on decoding speed, and some events may have a deceleration effect on decoding speed.
In the process of executing the decoding task, when a plurality of effective events influence decoding speeds, the current decoding speed is a value corresponding to the superposition influence of the effective events, and the current speed state identification is determined according to the magnitude relation between the current decoding speed and the conventional speed; if the current decoding speed is greater than the conventional speed, determining that the current speed state mark is an acceleration mark; if the current decoding speed is equal to the conventional speed, determining that the current speed state mark is a constant speed mark; and if the current decoding speed is smaller than the conventional speed, determining the current speed state identifier as a speed reduction identifier.
Step S710, executing the decoding task at the current decoding speed, and updating the effect state component displayed by the graphical user interface, wherein the updated effect state component comprises the current speed state identifier and the event list corresponding to all the events in effect.
Referring to the graphical user interface schematic of fig. 8, which replaces the form of the effects status component on the basis of fig. 6, four events, event A, B, C, D, are shown in event list 81. The event list is set in the rectangular frame of the effect state component 82, the current speed state identifier 83 is a character identifier of "low decoding speed", the identifier is set in the lower part of the outer side of the rectangular frame of the effect state component 82, and the progress information 33 of decoding task is set in the lower side of the current speed state identifier 83. The specific implementation manner of the effect status component in this embodiment may refer to the foregoing embodiment, and will not be described herein.
Step S712, in response to the display duration of the event list reaching the preset duration, and in the process that the display duration reaches the preset duration, the event in the event list is unchanged, and the event list is hidden.
Taking fig. 8 as an example, after the event list 81 is hidden, the rectangular frame of the effect status component 82 is also removed from the graphical user interface, and only the character identifier of "low decoding speed" is reserved, so that the subsequent game process is continued.
The above-mentioned new increase and decrease of the game mechanism (i.e. the above-mentioned event) according to the decoding speed can be prompted by using a dynamic effect form, and the dynamic effect form can further emphasize the change information of the event, so as to draw attention of the player.
In the method corresponding to the decoding task, if the decoding speed is normal in the process of executing the decoding task by the player virtual object and is not influenced by other events, when the decoding task is influenced by the events, the decoding speed is updated according to the effective events, and an effect state component containing a speed state identifier is displayed on a graphical user interface according to the decoding speed. Further, compared with the mode of displaying icons of events influencing decoding speed through a gain status bar (buff bar) in the prior art, the mode of displaying identification information corresponding to effective events through an event list can centralize the information of the events in one list for display, occupies smaller space, has a uniform display form and is more convenient for a player to check.
According to the method, the final decoding speed state information can be directly displayed through the speed state identifier, so that the acquisition efficiency of decoding overall information is improved, the judging speed of whether a user is favorable for decoding behaviors is improved, and a decision can be made more quickly; through the prompting mode of the event list, more event identification information can be contained, and the unified interface prompting mechanism for placing the corresponding information of each event in the event list reduces the learning cost of a new user; through the mode of dynamically displaying or hiding the events in the event list, a player can more easily pay attention to the events which influence the decoding speed at present, consciously evade or reduce the benefit-reducing events, and increase or actively trigger the gain events, and meanwhile, the mode of dynamically displaying the event list optimizes the occupation range of the event list on the graphical user interface, and improves the rationality of the layout of each control of the graphical user interface.
Corresponding to the above method, the embodiment of the present disclosure further provides a processing device for task information in a game, where a graphical user interface of the game is provided through a terminal device, and a content displayed by the graphical user interface includes at least a part of a game scene, see fig. 9, where the device includes:
the effect parameter updating module 92 is configured to respond to a first event affecting an effect parameter of a target task to take effect during execution of the target task by the virtual object of the player, and update a current effect parameter of the target task according to the first event and other events in effect corresponding to the target task; the effect parameters represent the execution condition of the target task, and the first event and other events have a lifting effect or a reducing effect on the effect parameters of the target task;
a status component display module 94 for displaying an effects status component on the graphical user interface according to the current effects parameters; the effect state component comprises a parameter state identifier representing the magnitude relation of the current effect parameter relative to a preset parameter, wherein the preset parameter is a parameter value corresponding to the execution condition of the target task when the target task is not affected.
In the process that the player virtual object executes the target task, if the player virtual object is not influenced by other events, the effect parameters of the target task are preset parameters, when the player virtual object is influenced by the first event and other events, the current effect parameters of the target task are updated according to the first event and other events, and the effect state component comprising the parameter state identification is displayed on the graphical user interface according to the current effect parameters.
As a possible implementation, the effect parameter updating module 92 is further configured to: acquiring a first influence value of the first event and a second influence value of other events in effect corresponding to the target task; and calculating the current effect parameters of the target task according to the first influence value of the first event and the second influence value of each other event. The effect operation can be objectively and accurately obtained by calculating the current effect parameters through the influence values of all events, and the reliability of the data is further ensured.
As one possible implementation, the status component display module 94 is further configured to: responsive to the current effect parameter being greater than the preset parameter, displaying an effect state component comprising a first parameter state identifier on the graphical user interface; responsive to the current effect parameter being equal to the preset parameter, displaying an effect state component comprising a second parameter state identifier on the graphical user interface; responsive to the current effect parameter being less than the preset parameter, displaying an effect state component comprising a third parameter state identifier on the graphical user interface; the first parameter state identifier characterizes the improvement of the effect parameter, the second parameter state identifier characterizes the equivalence of the effect parameter, and the third parameter state identifier characterizes the reduction of the effect parameter. Three relations between the current effect parameters and the preset parameters can be clearly shown through the three different parameter state identifiers, so that players can know the overall influence of a plurality of events on the effect parameters of the target task in time.
As a possible implementation manner, the display color of the first parameter status identifier is a first set color, the display color of the second parameter status identifier is a second set color, and the display color of the third parameter status identifier is a third set color. The player can quickly and accurately determine the size relation between the current effect parameter and the preset parameter through the color of the parameter state identifier.
The parameter status identifier comprises an icon identifier and/or a text information identifier. The identification mode of the icons or the characters is relatively visual and easy to understand.
As one possible implementation, the status component display module 94 is further configured to: adding the identification information of the first event into an event list; wherein the event list contains identification information of the other events; displaying, by an effect state component in the graphical user interface, a parameter state identification and the list of events. By displaying the effect state component comprising the parameter state identifier and the event list, the player can simply and intuitively know the overall effect result of a plurality of events on the effect parameters of the target task, and can know partial events affecting the effect parameters through the identification information in the event list, thereby enriching the content of the information prompt.
As one possible implementation, the status component display module 94 is further configured to: adding the identification information of the first event into an event list according to a preset ordering mode; wherein the ordering includes ordering in an effective time order or ordering in an event impact size. Through the sorting mode, the identification information of the important events can be placed at the front position of the event list as far as possible, so that the events can be displayed on a graphical user interface, and the events are convenient for a player to view.
As one possible implementation, the status component display module 94 is further configured to: displaying the whole identification information of the first N events in the event list and the partial identification information of the (n+1) th event in the event list in an effect state component of the graphical user interface; wherein N is a set value; and displaying the parameter state identifier corresponding to the current effect parameter in an effect state component of the graphical user interface. By displaying a part of the identification information of the (n+1) th event in the event list in the effect state component, the player can be prompted that some events in the event list are hidden, the situation that the player misunderstands that the events displayed in the effect state component are all events which currently affect the target task effect parameters is avoided, and the readability of the information is improved.
The color of the identification information of the first type event having an effect on improving the effect parameter of the target task in the event list is a first set color, and the color of the identification information of the second type event having an effect on reducing the effect parameter of the target task in the event list is a third set color. By setting the color of the event identification information consistent with the parameter state identification, the player can be more remarkably reminded of the overall influence of a plurality of events on the effect parameters of the target task and the single influence of a single event.
As one possible implementation, the status component display module 94 is further configured to: and displaying the identification information of the first event in the first dynamic mode in the first position of the event list of the effect state component. This can enhance the vividness of the game screen.
As one possible implementation, the status component display module 94 is further configured to: and responding to the selected operation of the displayed event list, and displaying the identification information of all the events in the event list. The method can reduce the shielding of the event list to the game scene, and can simply acquire the information of related events through the selection operation of the event list when a player needs to know more event information.
As one possible implementation, the status component display module 94 is further configured to: and responding to the failure of a second event in the displayed event list, and moving the identification information of the second event out of the event list in a second dynamic effect mode. By moving the invalidation event out of the event list, the event list can always maintain the event affecting the effect parameter, reliable data information is provided for the player, and the moving-out mode of the second dynamic mode can enhance the liveliness of the game picture.
As one possible implementation, the status component display module 94 is further configured to: setting the frame color of the effect state component according to the size relation between the current effect parameter and the preset parameter; and displaying an effect state component with the border color on the graphical user interface. Through setting up the frame colour of effect state subassembly, can remind the player current effect parameter with predetermine the size relation of parameter more striking, promoted the readability of information in the effect state subassembly.
As one possible implementation, the status component display module 94 is further configured to: and in response to the display time length of the event list reaching the preset time length, hiding the event list when the event in the event list is unchanged in the process that the display time length reaches the preset time length. The method can optimize the occupation range of the event list to the interface.
As a possible implementation manner, the effect parameter of the target task may be a speed parameter of executing the target task.
As one possible implementation, the status component display module 94 is further configured to: the associated position of the effect state component of the graphical user interface is also displayed with execution progress prompt information of the target task; the execution progress prompt message comprises icon prompt message and/or text prompt message. This way, the prompt information of the interface can be enriched.
The processing device for task information in a game provided in the embodiments of the present disclosure has the same implementation principle and technical effects as those of the foregoing method embodiments, and for a brief description, reference may be made to corresponding contents in the foregoing method embodiments for processing task information in a game where an embodiment portion of the processing device for task information in a game is not mentioned.
The term "and/or" is herein merely an association relationship describing an associated object, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. In addition, the term "at least one" herein means any one of a plurality or any combination of at least two of a plurality, for example, including at least one of A, B, C, and may mean including any one or more elements selected from the group consisting of A, B and C.
The embodiment of the disclosure further provides an electronic device, as shown in fig. 10, which is a schematic structural diagram of the electronic device, where the electronic device includes a processor 101 and a memory 100, where the memory 100 stores computer executable instructions that can be executed by the processor 101, and the processor 101 executes the computer executable instructions to implement a method for processing task information in the game.
In the embodiment shown in fig. 10, the electronic device further comprises a bus 102 and a communication interface 103, wherein the processor 101, the communication interface 103 and the memory 100 are connected by the bus 102.
The memory 100 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA (Industry Standard Architecture ) bus, a PCI (Peripheral Component Interconnect, peripheral component interconnect standard) bus, or EISA (Extended Industry Standard Architecture ) bus, among others. The bus 102 may be classified as an address bus, a data bus, a control bus, or the like. For ease of illustration, only one bi-directional arrow is shown in FIG. 10, but not only one bus or type of bus.
The processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 101 or instructions in the form of software. The processor 101 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but also digital signal processors (Digital Signal Processor, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the embodiments of the present disclosure may be embodied directly in hardware, in a decoded processor, or in a combination of hardware and software modules in a decoded processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in a memory, and the processor 101 reads information in the memory, and in combination with its hardware, performs the steps of the method for processing task information in a game of the foregoing embodiment.
The embodiment of the present disclosure further provides a computer readable storage medium, where the computer readable storage medium stores computer executable instructions, where the computer executable instructions, when being called and executed by a processor, cause the processor to implement a method for processing task information in the game, and detailed implementation of the method may be referred to the foregoing embodiment and will not be repeated herein.
The method, the device and the computer program product of the electronic device for processing task information in a game provided by the embodiments of the present disclosure include a computer readable storage medium storing program codes, and instructions included in the program codes may be used to execute the method described in the foregoing method embodiment, and specific implementation may refer to the method embodiment and will not be repeated herein.
The relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure unless specifically stated otherwise.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure may be embodied in essence or a part contributing to the prior art or a part of the technical solution, or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present disclosure. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present disclosure, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present disclosure and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the foregoing examples are merely specific embodiments of the present disclosure, and are not intended to limit the scope of the disclosure, but the present disclosure is not limited thereto, and those skilled in the art will appreciate that while the foregoing examples are described in detail, it is not limited to the disclosure: any person skilled in the art, within the technical scope of the disclosure of the present disclosure, may modify or easily conceive changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features thereof; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the disclosure, and are intended to be included within the scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (19)

1. A method for processing task information in a game, characterized in that a graphical user interface of the game is provided through a terminal device, and content displayed on the graphical user interface at least comprises a part of game scenes, the method comprising:
in the process that a player virtual object executes a target task, responding to a first event affecting an effect parameter of the target task to take effect, and updating the current effect parameter of the target task according to the first event and other events in effect corresponding to the target task; the effect parameters represent the execution condition of the target task, and the first event and the other events have a lifting effect or a reducing effect on the effect parameters of the target task;
displaying an effect state component on the graphical user interface according to the current effect parameter; the effect state component comprises a parameter state identifier representing the magnitude relation of the current effect parameter relative to a preset parameter, wherein the preset parameter is a parameter value corresponding to the execution condition of the target task when the target task is not affected.
2. The method of claim 1, wherein updating the current effect parameters of the target task based on the first event and other events in effect corresponding to the target task comprises:
Acquiring a first influence value of the first event and a second influence value of other events in effect corresponding to the target task;
and calculating the current effect parameters of the target task according to the first influence value of the first event and the second influence value of each other event.
3. The method of claim 1, wherein displaying an effect status component at the graphical user interface in accordance with the current effect parameter comprises:
responsive to the current effect parameter being greater than the preset parameter, displaying an effect state component comprising a first parameter state identifier on the graphical user interface;
responsive to the current effect parameter being equal to the preset parameter, displaying an effect state component comprising a second parameter state identifier on the graphical user interface;
responsive to the current effect parameter being less than the preset parameter, displaying an effect state component comprising a third parameter state identifier on the graphical user interface;
the first parameter state identifier characterizes the improvement of the effect parameter, the second parameter state identifier characterizes the equivalence of the effect parameter, and the third parameter state identifier characterizes the reduction of the effect parameter.
4. A method according to claim 3, wherein the first parameter status indicator is displayed in a first set color, the second parameter status indicator is displayed in a second set color, and the third parameter status indicator is displayed in a third set color.
5. The method according to claim 1, wherein the parameter status identification comprises an icon identification and/or a text information identification.
6. The method of claim 1, wherein displaying an effect status component at the graphical user interface in accordance with the current effect parameter comprises:
adding the identification information of the first event into an event list; wherein the event list contains identification information of the other events;
displaying, by an effect state component in the graphical user interface, a parameter state identification and the list of events.
7. The method of claim 6, wherein adding the identification information of the first event to an event list comprises:
adding the identification information of the first event into an event list according to a preset ordering mode; wherein the ordering includes ordering in an effective time order or ordering in an event impact size.
8. The method of claim 6, wherein displaying, by an effects state component in the graphical user interface, a parameter state identification and the list of events comprises:
displaying the whole identification information of the first N events in the event list and the partial identification information of the (n+1) th event in the event list in an effect state component of the graphical user interface; wherein N is a set value;
and displaying the parameter state identifier corresponding to the current effect parameter in an effect state component of the graphical user interface.
9. The method of claim 6, wherein the color of the identification information of the first type of event having an increasing effect on the effect parameter of the target task in the event list is a first set color, and the color of the identification information of the second type of event having a decreasing effect on the effect parameter of the target task in the event list is a third set color.
10. The method of claim 6, wherein adding the identification information of the first event to an event list comprises:
and displaying the identification information of the first event in the first dynamic mode in the first position of the event list of the effect state component.
11. The method of claim 6, wherein the method further comprises:
and responding to the selected operation of the displayed event list, and displaying the identification information of all the events in the event list.
12. The method of claim 6, wherein the method further comprises:
and responding to the failure of a second event in the displayed event list, and moving the identification information of the second event out of the event list in a second dynamic effect mode.
13. The method of claim 1, wherein displaying an effect status component at the graphical user interface in accordance with the current effect parameter comprises:
setting the frame color of the effect state component according to the size relation between the current effect parameter and the preset parameter;
and displaying an effect state component with the border color on the graphical user interface.
14. The method of claim 6, wherein displaying an effect status component at the graphical user interface in accordance with the current effect parameter comprises:
and in response to the display time length of the event list reaching the preset time length, hiding the event list when the event in the event list is unchanged in the process that the display time length reaches the preset time length.
15. A method according to any one of claims 1 to 14, wherein the effect parameter of the target task is a speed parameter of executing the target task.
16. The method according to any one of claims 1 to 14, wherein at the associated location of the effect state component of the graphical user interface, there is also displayed execution progress prompt information of the target task; the execution progress prompt message comprises icon prompt message and/or text prompt message.
17. A processing apparatus for task information in a game, characterized in that a graphical user interface of the game is provided through a terminal device, and the content displayed by the graphical user interface includes at least a part of a game scene, the apparatus comprising:
the effect parameter updating module is used for responding to a first event affecting the effect parameter of the target task to take effect in the process of executing the target task by the player virtual object, and updating the current effect parameter of the target task according to the first event and other events in effect corresponding to the target task; the effect parameters represent the execution condition of the target task, and the first event and the other events have a lifting effect or a reducing effect on the effect parameters of the target task;
The state component display module is used for displaying an effect state component on the graphical user interface according to the current effect parameters; the effect state component comprises a parameter state identifier representing the magnitude relation of the current effect parameter relative to a preset parameter, wherein the preset parameter is a parameter value corresponding to the execution condition of the target task when the target task is not affected.
18. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 16.
19. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 16.
CN202311289386.8A 2023-10-07 2023-10-07 Method and device for processing task information in game, electronic equipment and storage medium Pending CN117339206A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202311289386.8A CN117339206A (en) 2023-10-07 2023-10-07 Method and device for processing task information in game, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202311289386.8A CN117339206A (en) 2023-10-07 2023-10-07 Method and device for processing task information in game, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
CN117339206A true CN117339206A (en) 2024-01-05

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Application Number Title Priority Date Filing Date
CN202311289386.8A Pending CN117339206A (en) 2023-10-07 2023-10-07 Method and device for processing task information in game, electronic equipment and storage medium

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Country Link
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