WO2017059683A1 - 一种信息处理方法、终端及计算机存储介质 - Google Patents

一种信息处理方法、终端及计算机存储介质 Download PDF

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Publication number
WO2017059683A1
WO2017059683A1 PCT/CN2016/083207 CN2016083207W WO2017059683A1 WO 2017059683 A1 WO2017059683 A1 WO 2017059683A1 CN 2016083207 W CN2016083207 W CN 2016083207W WO 2017059683 A1 WO2017059683 A1 WO 2017059683A1
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WO
WIPO (PCT)
Prior art keywords
skill
objects
release
display area
terminal
Prior art date
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PCT/CN2016/083207
Other languages
English (en)
French (fr)
Inventor
唐永
陈宇
周闯
龚伟
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to EP16852991.5A priority Critical patent/EP3278850A4/en
Priority to JP2018505519A priority patent/JP6637589B2/ja
Priority to MYPI2017704028A priority patent/MY187508A/en
Priority to KR1020177035936A priority patent/KR102007212B1/ko
Priority to AU2016336117A priority patent/AU2016336117A1/en
Publication of WO2017059683A1 publication Critical patent/WO2017059683A1/zh
Priority to US15/817,004 priority patent/US10493361B2/en
Priority to US16/670,803 priority patent/US10864441B2/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

Definitions

  • the present invention relates to information interaction technologies, and in particular, to an information processing method, a terminal, and a computer storage medium.
  • a graphical user interface rendered on a large screen or a large screen after dividing multiple users into two different groups, using the manipulation process in human-computer interaction, information interaction between different groups can be performed, and according to The response to the information interaction obtains different interaction results; by using the manipulation processing in the human-computer interaction, information interaction between the group members of the same group can also be performed, and different interaction results can be obtained according to the response to the information interaction.
  • the information exchange process can enrich the presentation form and content of the information by triggering the release of specific capabilities, and different information expression forms and contents will eventually lead to different interaction results.
  • Any group member in the group can manipulate and release that particular ability corresponding to multiple different identities.
  • group members need to switch from the current identity to a specific identity before they can be released.
  • the corresponding specific ability which leads to the use of the current release of specific capabilities of the manipulation method can not quickly release the skills, increase the interaction delay, affecting the speed of interactive processing.
  • the embodiments of the present invention are directed to providing an information processing method, a terminal, and a computer storage medium, which at least solve the problems existing in the prior art, and can directly release a specific capability without switching, thereby realizing rapid skill release.
  • the interaction delay is reduced, the speed of the interaction processing is improved, and the controllable skill release control mode is adopted, which can adapt to the changing needs of different scenes, and improves the precision and efficiency of the interaction processing.
  • An embodiment of the present invention provides an information processing method, by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, a graphical user interface, and the
  • the software application is implemented on a gaming system, the method comprising:
  • the skill release operation gesture for the at least one skill object is located in the skill manipulation display area, controlling at least one skill object corresponding to the first character object and/or at least one skill object corresponding to the i-th character object is supported The triggered skill, the skill release to the currently locked target object to perform the skill release operation.
  • An embodiment of the present invention further provides a terminal, by executing a software application on a processor of the terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software.
  • the application is implemented on a gaming system, the terminal further comprising:
  • a first rendering unit configured to render at least one virtual resource object in the graphical user interface
  • the first detecting unit is configured to detect whether the configuration option corresponding to the first function of the game system is enabled, and if enabled, enter the first control mode, and render the corresponding i different characters in the skill manipulation display area of the graphical user interface. At least one skill object of the object, i being a positive integer greater than one;
  • a skill release unit configured to: when the skill release operation gesture for the at least one skill object is located in the skill manipulation display area, control at least one skill object corresponding to the first character object and/or the i-th character object At least one skill object supports the triggered skill, and the skill release is performed to the currently locked target object to perform the skill release operation.
  • An embodiment of the present invention further provides a terminal, where the terminal includes: a display and a processor; the display is configured to perform a software application on a processor of the terminal and then render the same to obtain a graphical user interface;
  • the graphical user interface is configured to facilitate manipulation of human-computer interaction;
  • the processor is configured to perform the information processing method according to any one of the foregoing aspects;
  • the processor, the graphical user interface, and the software application are implemented on a gaming system.
  • the embodiment of the present invention further provides a computer storage medium, wherein the computer storage medium stores computer executable instructions, and the computer executable instructions are configured to perform the information processing method according to any one of the foregoing aspects.
  • the information processing method of the embodiment of the present invention obtains a graphical user interface by executing a software application on a processor of the terminal and rendering on a display of the terminal, where the processor, the graphical user interface, and the software are applied Implemented on a gaming system, the method comprising: Rendering at least one virtual resource object in the user interface; detecting whether the configuration option corresponding to the first function of the game system is enabled, and if enabled, entering the first control mode, and rendering in the skill manipulation display area of the graphical user interface Corresponding to at least one skill object of i different character objects, i is a positive integer greater than 1; when acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, the control corresponds to the first role object At least one skill object and/or at least one skill object corresponding to the i-th character object supports the triggered skill, and the skill release is performed to the currently locked target object to perform the skill release operation.
  • the first control mode when detecting that the configuration option corresponding to the first function of the game system is enabled, the first control mode is entered, and the first control mode is a manually controllable skill release control mode, because the graphical user interface can be The skill control display area is rendered to obtain at least one skill object corresponding to the i different character objects. Therefore, when acquiring the skill release operation gesture for the at least one skill object in the skill manipulation display area, the first controllable At least one skill object corresponding to the character object and/or at least one skill object corresponding to the i-th character object supports the triggered skill, and the skill release is performed on the currently locked target object to perform the skill release operation without first from the current role object. Switch to the required character object and release the skill of the corresponding skill object.
  • this hand-controlled skill release control method is a controllable skill release control method, which has high controllability and certainty, which leads to greatly improved accuracy, and can also adapt to the changing needs of different scenes and improve. The precision and efficiency of interactive processing.
  • 1 is a schematic diagram of hardware entities of each party performing information interaction in an embodiment of the present invention
  • FIG. 2 is a schematic flowchart of an implementation process according to Embodiment 1 of the present invention.
  • FIG. 4, FIG. 6, and FIG. 7 are schematic diagrams of multiple UI interfaces obtained by applying the embodiment of the present invention.
  • FIG. 5 is a schematic diagram of an implementation process of Embodiment 2 of the present invention.
  • FIG. 8 is a schematic structural diagram of a structure according to Embodiment 3 of the present invention.
  • FIG. 9 is a schematic structural diagram of a hardware entity according to Embodiment 4 of the present invention.
  • FIG. 10 is a schematic diagram of a UI interface obtained by applying the prior art.
  • FIG. 11 is a schematic flowchart of an implementation process of a specific application scenario according to an embodiment of the present invention.
  • FIG. 1 is a schematic diagram of hardware entities of each party performing information interaction according to an embodiment of the present invention.
  • FIG. 1 includes: one or more servers, and the server 11 in FIG. 1 is only an example, terminal devices 21-25 and network 31, and a network. 31 includes network entities such as routers, gateways, etc., which are not shown in the figure.
  • the terminal device 21-25 performs information interaction with the server through a wired network or a wireless network to download an application and/or an application update data package and/or application-related data information or service information from the server 31.
  • the type of the terminal device is as shown in FIG.
  • the terminal device includes a mobile phone (terminal 23), a tablet or PDA (terminal 25), a desktop (terminal 22), a PC (terminal 24), an all-in-one (terminal 21), and the like.
  • the terminal device is installed with various applications required by the user, such as an application having entertainment functions (such as a video application, an audio playback application, a game application, a reading software), and an application having a service function (such as a map navigation application, Group purchase application, etc.).
  • an application having entertainment functions such as a video application, an audio playback application, a game application, a reading software
  • an application having a service function such as a map navigation application, Group purchase application, etc.
  • the terminal device 21-25 downloads the game application and/or the game application update data package and/or the data information related to the game application from the server 11 via the network 31 as needed.
  • the service information using the embodiment of the present invention, opening the game application on the terminal device, entering the rendered game interface, detecting whether the configuration option corresponding to the first function of the game system is enabled, and if enabled, entering the first control mode And rendering at least one skill object corresponding to i different character objects in the skill manipulation display area of the graphical user interface, where i is a positive integer greater than 1; obtaining is located in the skill manipulation display area for the at least one skill object
  • the skill release operation gesture is performed, controlling the skill that is triggered by the at least one skill object corresponding to the first character object and/or the at least one skill object corresponding to the i-th character object, and releasing the skill to the currently locked target object to perform Skill release operation.
  • this hand-controlled skill release control method is a controllable skill release control method, which has high controllability and certainty, which leads to greatly improved accuracy, and can also adapt to the changing needs of different scenes and improve. The precision and efficiency of interactive processing.
  • FIG. 1 is only a system architecture example for implementing the embodiment of the present invention.
  • the embodiment of the present invention is not limited to the system structure described in FIG. 1 above, and various embodiments of the present invention are proposed based on the system architecture.
  • Embodiment 1 is a diagrammatic representation of Embodiment 1:
  • An information processing method by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software
  • the application is implemented on a gaming system, as shown in Figure 2, the method comprising:
  • Step 101 Render at least one virtual resource object in a graphical user interface.
  • the virtual resource object covers various types of objects in a graphical user interface, such as a user avatar icon representing a user, a building representing a background, a tree, a tower defense, and the like, and characterizing a user state (eg, blood value, vitality value)
  • a user avatar icon representing a user
  • a building representing a background
  • a tree representing a tree
  • a tower defense and the like
  • a user state eg, blood value, vitality value
  • Step 102 Detect whether the configuration option corresponding to the first function of the game system is enabled, and if yes, enter the first control mode, and render at least one of the corresponding i different character objects in the skill manipulation display area of the graphical user interface.
  • the skill object, i is a positive integer greater than 1.
  • a UI interface diagram of a configuration option corresponding to the first function of the game system is merely an example, and is not limited to the UI display setting in FIG. 3, as long as it can be used to achieve the purpose of enabling the first function.
  • the examples are all within the scope of protection of the embodiments of the present invention.
  • the setting interface of the game system is marked with a1, and the configuration option corresponding to the first function is marked with a2, and the option is specifically "big move switch".
  • the option “big move switch” is "ON"
  • the first function is turned on to enter the first control mode, and the first control mode may be specifically a manual release control mode for manually controlling the selection.
  • a skill manipulation display area 42 is displayed in the game interface 41.
  • a plurality of skills corresponding to a plurality of character identities selectable by one group member, or a plurality of skills corresponding to group members (such as AI teammates) in the same group are displayed.
  • the plurality of skills displayed in the skill manipulation display area 42 may be only a large attack skill with strong attack power in the skill, or may be a normal attack skill (hereinafter referred to as an ordinary skill, which is distinguished from the big stroke skill). ).
  • different interaction modes include not only the battle mode between multiple users connected to the network, but also the stand-alone battle mode that is not connected to the network.
  • the UI interface shown in FIG. 4 can be applied.
  • the user interface (UI) interface shown in FIG. 4 which is obtained by the processor of the terminal device, specifically the image processor, is only a specific example, and the specific example is not only applicable to the layout of the game. For 1 to 1, 3 to 3, 5 to 5 different personnel deployment scenarios, it is also applicable to scenes with different layouts of the game between the enemy and the enemy, such as 40 pairs of 20, 30 to 60 personnel deployment scenarios, to complete the game through the fixed Position the wheel to determine the mode in which the skill releases the position and direction.
  • a networking mode in a network a plurality of users are divided into different groups, each group includes at least one group member, and the different groups are marked as at least a first group.
  • Groups (such as our group) and second groups (such as the other group) there is only one person in our group, and there is only one person in the other group, which is the above mentioned "1" For the 1" mode; there are only three people in our group, and there are only three people in the other group, which is the "3 to 3" mode mentioned above; in our group Only five people, in the case of only five people in the other group, The “5 to 5” model mentioned, of course, the enemy group and our group do not necessarily have to deploy the same number of people, but can also be equipped with a different number of people.
  • Step 103 When acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, controlling at least one skill corresponding to the at least one skill object and/or the i-th character object corresponding to the first role object
  • the skill that the object supports triggers, and the skill release to the currently locked target object to perform the skill release operation.
  • the currently locked target object may be a current attack target of the user, and the acquired skill release operation gesture for the at least one skill object in the skill manipulation display area may be controlled by manually clicking the skill display area.
  • the big stroke skill and/or common skill in 42 note that it is not the character object avatar on the right side of the manual control display area 42 of the manual click skill, and is the big stroke of the role object corresponding to the right side of the skill manipulation display area 42 directly.
  • Skills and/or general skills thus employing embodiments of the present invention, provide the possibility of releasing skills directly without having to switch role objects. In this way, the combat tempo can be better controlled according to the user's needs, thereby improving the interaction and response time. Without delay, the skill can be quickly released and an effective attack can be launched on the current target object.
  • the direct click function of the character object on the right side of the skill manipulation display area 42 supports the release of the use of the big stroke skill and/or the normal skill, and may only release one skill in the skill manipulation display area 42 according to the needs of the identified different scenes.
  • a continuous attack may also release a combination skill composed of at least two skills in the skill manipulation display area 42 to improve the attack hit rate and success rate.
  • the skill release operation of the combined skill can be used, and the combined skill is generated by the user directly clicking the skill of the character object on the right side of the skill display display area 42 to support the release.
  • the user can currently control the released skill, and the user cannot currently control the released skill is not in the The skill manipulation display area 42 shown in FIG. 4 is displayed, and the following embodiment 2 is described by way of example.
  • Embodiment 2 is a diagrammatic representation of Embodiment 1:
  • An information processing method by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software
  • the application is implemented on a gaming system, as shown in Figure 5, the method comprising:
  • Step 201 Detecting a state in which one user controls i different character objects.
  • i skill objects are rendered in the skill manipulation display area, and the i skill objects are in Releasable state.
  • Step 202 Select j skill objects from the i skill objects for the skill release operation, where j is a positive integer greater than 1, and j ⁇ i.
  • Step 203 After performing the skill release operation on the j skill objects, if the j skill objects are in a non-relaxable state when the preset time is not reached, the j skills are hidden in the skill manipulation display area.
  • the skill object displays only ij skill objects in the skill manipulation display area.
  • Step 204 When it is detected that the preset time arrives, the j skill objects are restored to the releasable state, and the j skill objects hidden before are restored to be displayed in the skill manipulation display area.
  • the skill manipulation display area 42 displays different skill objects (skills 1 - 3) respectively corresponding to different character objects (characters f1 - f3) that can be controlled by the right side.
  • the specific display change process in the skill manipulation display area 42 is: 1) At the beginning, the i skill objects are all in a releasable state, so the skill 1 - skill 3 can currently be displayed in the skill manipulation display area 42. 2) After the skill release operation is performed for the two skill objects in the skill 1 - skill 3, the two skill objects enter the CD mode (that is, after the skill is released, the skill is used up, and it takes a certain time to be used again. This skill, analogy to full blood resurrection is awaiting time).
  • Skill 1 - Skill 3 can release one of them separately, or you can release any two of them in combination or release 3 skills at the same time.
  • the method further includes:
  • Step 301 Detect whether a configuration option corresponding to the first function of the game system is enabled, if After being turned off or turned on, the second control mode is entered.
  • the m skill objects in the at least one skill object of the i different character objects are automatically controlled by the system, and m is greater than A positive integer of 1 and m ⁇ i.
  • the second manipulation mode may specifically be a skill release control mode automatically controlled by the system, that is, the release of one or more skills by the computer to be managed by default, to automatically control the release of the skill of selecting the big stroke, but the accuracy is not high enough
  • the first control mode (such as the skill release control mode of the manual control selection big stroke) is used in combination, for example, the big stroke mode has stronger attack power, and the manual control selects the skill release control mode of the big move to release the aggressive attack. Big skill, for some common skills without the user to manually select, you can use the system automatically control the skill release control mode to release the normal skills.
  • Step 302 When acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, controlling at least one skill object and/or an im role object corresponding to the first role object of the im skill objects The corresponding at least one skill object supports the triggered skill, and the skill release is performed to the currently locked target object; the remaining m skill objects are automatically controlled by the system to release any one of them separately or release multiple combinations thereof.
  • the first manipulation mode such as the skill release control mode of the manual control selection trick
  • the second manipulation mode the skill release manipulation mode automatically controlled by the system
  • the m skill objects are configured to be automatically controlled by the system to release any one of them separately or to release a plurality of combinations.
  • the im can be manually selected by the user, that is, the The second control mode (the system automatically controls the skill release control mode), thereby taking into account the accuracy of the manual control, the controllability, the matching of the scene recognition degree, and the quickness of the automatic control to achieve the best interaction result. , hit rate and success rate are very high.
  • Embodiment 3 is a diagrammatic representation of Embodiment 3
  • a terminal of an embodiment of the present invention by executing a software application on a processor of a terminal
  • the display is performed on the display of the terminal to obtain a graphical user interface.
  • the processor, the graphical user interface, and the software application are implemented on the game system.
  • the terminal further includes:
  • the first rendering unit 51 is configured to render at least one virtual resource object in the graphical user interface
  • the first detecting unit 52 is configured to detect whether the configuration option corresponding to the first function of the game system is enabled, and if it is enabled, enter the first control mode, and render the corresponding i different in the skill manipulation display area of the graphical user interface. At least one skill object of the character object, i being a positive integer greater than one;
  • the skill release unit 53 is configured to: when the skill release operation gesture for the at least one skill object is located in the skill manipulation display area, control at least one skill object corresponding to the first character object and/or the i-th character object At least one skill object supports the triggered skill, and the skill release is performed to the currently locked target object to perform the skill release operation.
  • the virtual resource object covers various types of objects in a graphical user interface, such as a user avatar icon representing a user, a building representing a background, a tree, a tower defense, and the like, and characterizing the user.
  • An object of a state (such as a blood value, a vitality value), an object representing a user skill, an equipment, an object, a direction button object that controls a change in the position of the user, and a rendering object when the user releases the skill are all "virtual resource objects" in the embodiment of the present invention. "The scope of protection.”
  • a UI interface diagram of a configuration option corresponding to the first function of the game system is merely an example, and is not limited to the UI display setting in FIG. 3, as long as it can be used to achieve the purpose of enabling the first function.
  • the examples are all within the scope of protection of the embodiments of the present invention.
  • the setting interface of the game system is marked with a1, and the configuration option corresponding to the first function is marked with a2, and the option is specifically "big move switch".
  • the option “big move switch” is "ON”
  • the first function is turned on to open the big move, and enter the first control mode, and the first control mode can be Specifically, the manual release control mode is selected for manual control.
  • a skill manipulation display area 42 is displayed in the game interface 41.
  • a plurality of skills corresponding to a plurality of character identities selectable by one group member, or a plurality of skills corresponding to group members (such as AI teammates) in the same group are displayed.
  • the plurality of skills displayed in the skill manipulation display area 42 may be only a large attack skill with strong attack power in the skill, or may be a normal attack skill (hereinafter referred to as an ordinary skill, which is distinguished from the big stroke skill). ).
  • different interaction modes include not only the battle mode between multiple users connected to the network, but also the stand-alone battle mode that is not connected to the network.
  • the UI interface shown in FIG. 4 can be applied.
  • the user interface (UI) interface shown in FIG. 4 which is obtained by the processor of the terminal device, specifically the image processor, is only a specific example, and the specific example is not only applicable to the layout of the game. For 1 to 1, 3 to 3, 5 to 5 different personnel deployment scenarios, it is also applicable to scenes with different layouts of the game between the enemy and the enemy, such as 40 pairs of 20, 30 to 60 personnel deployment scenarios, to complete the game through the fixed Position the wheel to determine the mode in which the skill releases the position and direction.
  • a networking mode in a network a plurality of users are divided into different groups, each group includes at least one group member, and the different groups are marked as at least a first group.
  • Groups (such as our group) and second groups (such as the other group) there is only one person in our group, and there is only one person in the other group, which is the above mentioned "1" For the 1" mode; there are only three people in our group, and there are only three people in the other group, which is the “3 to 3" mode mentioned above; in our group There are only five people, and there are only five people in the other group, which is the “5 to 5” mode mentioned above.
  • the enemy group and our group do not have to be deployed equally.
  • the number of people can also be equipped with a different number of people.
  • the currently locked target object may be a current attack target of the user, and the acquired skill release operation gesture for the at least one skill object in the skill manipulation display area may be controlled by manually clicking the skill display area.
  • the big stroke skill and/or common skill in 42 note that it is not the character object avatar on the right side of the manual control display area 42 of the manual click skill, and is the big stroke of the role object corresponding to the right side of the skill manipulation display area 42 directly.
  • Skills and/or general skills thus employing embodiments of the present invention, provide the possibility of releasing skills directly without having to switch role objects. In this way, the combat tempo can be better controlled according to the user's needs, thereby improving the interaction and response time. Without delay, the skill can be quickly released and an effective attack can be launched on the current target object.
  • the direct click function of the character object on the right side of the skill manipulation display area 42 supports the release of the use of the big stroke skill and/or the normal skill, and may only release one skill in the skill manipulation display area 42 according to the needs of the identified different scenes.
  • a continuous attack may also release a combination skill composed of at least two skills in the skill manipulation display area 42 to improve the attack hit rate and success rate.
  • the skill release operation of the combined skill can be used, and the combined skill is generated by the user directly clicking the skill of the character object on the right side of the skill display display area 42 to support the release.
  • the at least one skill object corresponding to the i different character objects is rendered in the skill manipulation display area, so that the user can currently manipulate the released skill.
  • the terminal further includes:
  • a second detecting unit configured to detect that one user is currently controlling one different character object a state in which each of the character objects corresponds to a skill object, and i skill objects are rendered in the skill manipulation display area, and the i skill objects are in a releasable state;
  • the skill release control unit is further configured to select j skill objects from the i skill objects for the skill release operation, j is a positive integer greater than 1, and j ⁇ i; execute for the j skill objects After the skill release operation, when the j skill objects are in a non-releasable state when the preset time is not reached, the j skill objects are hidden in the skill manipulation display area, only in the skill manipulation display area. Display ij skill objects, and,
  • the skill release control unit is further configured to detect that the j skill objects are restored to the releasable state when the preset time arrives, and the j skill objects that are previously hidden in the skill manipulation display area are Resume the display.
  • the skill manipulation display area 42 displays different skill objects (skills 1 - 3) respectively corresponding to different character objects (characters f1 - f3) that can be controlled by the right side.
  • the specific display change process in the skill manipulation display area 42 is: 1) At the beginning, the i skill objects are all in a releasable state, so the skill 1 - skill 3 can currently be displayed in the skill manipulation display area 42. 2) After the skill release operation is performed for the two skill objects in the skill 1 - skill 3, the two skill objects enter the CD mode (that is, after the skill is released, the skill is used up, and it takes a certain time to be used again. This skill, analogy to full blood resurrection is awaiting time).
  • Skill 1 - Skill 3 can release one of them separately, or you can release one of them in combination. Meaning two or release 3 skills at the same time.
  • the first detecting unit is further configured to detect whether a configuration option corresponding to the first function of the game system is enabled, and if not turned on or turned off, enter the second control mode.
  • the m skill objects in the at least one skill object of the i different character objects are automatically controlled by the system, m is a positive integer greater than 1, and m ⁇ i;
  • the skill release unit is further configured to: when acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, control at least one skill object corresponding to the first character object of the im skill objects and / or the skill that is triggered by at least one skill object corresponding to the first im character object, and the skill release to the currently locked target object; the remaining m skill objects are automatically controlled by the system to release any one of them separately or more Combination release.
  • the first manipulation mode such as the manual release selection skill release control mode
  • the second manipulation mode the system automatically controls the skill release manipulation mode
  • the m skill objects are configured to be automatically released by the system or released by any one of the combinations.
  • the im can be manually selected by the user, that is, the second is adopted.
  • the control mode the system automatically controls the skill release control mode
  • Embodiment 4 is a diagrammatic representation of Embodiment 4:
  • the terminal includes: a display 61 and a processor 62; the display 61 is configured to perform a software application on a processor of the terminal and then render the graphic user to obtain a graphic user. Interface; the graphical user interface is configured to facilitate manipulation of human-computer interaction.
  • the processor 62 is configured to perform the information processing method of the embodiment of the present invention. Where The processor, the graphical user interface, and the software application are implemented on a gaming system.
  • the terminal in this embodiment further includes: a memory 63, an input device 64 (such as a collection device including a camera, a microphone, a headset; peripherals such as a mouse, a joystick, a desktop keyboard, and a physical keyboard on a notebook and a tablet) Or a touch screen or the like), an output device 65 (such as an audio output device including a speaker, a headphone, etc., a video output device), a bus 66, and a networked device 67; the processor 62, the memory 63, the input device 64, the display 61, and Networked devices 67 are each connected by a bus 66 for data transfer and communication between the processor 62, the memory 63, the display 61, and the networked device 67.
  • an input device 64 such as a collection device including a camera, a microphone, a headset; peripherals such as a mouse, a joystick, a desktop keyboard, and a physical keyboard on a notebook and a tablet
  • an output device 65 such
  • the input device 64 is mainly used to obtain input operations of the user, and the input device 64 may also be different when the terminals are different.
  • the input device 64 may be an input device such as a mouse or a keyboard; when the terminal is a portable device such as a smart phone or a tablet computer, the input device 64 may be a touch screen.
  • the networked device 67 is configured to connect and upload and download data through a network between a plurality of terminals and a server, and connect and perform data transmission between the plurality of terminals through a network.
  • the server may be configured by a cluster system, and integrated into one or each unit function electronic device for realizing each unit function, and the terminal and the server at least include a database for storing data and used for data processing.
  • the processor includes either a storage medium set in the server or a separately set storage medium.
  • a microprocessor for the processor used for data processing, a microprocessor, a central processing unit (CPU), a digital signal processor (DSP, Digital Singnal Processor), or a programmable logic array may be used when performing processing.
  • FPGA Field-Programmable Gate Array
  • the operation instruction is included, and the operation instruction may be computer executable code, and the steps in the flow of the information processing method of the embodiment of the present invention are implemented by the operation instruction.
  • Embodiment 5 is a diagrammatic representation of Embodiment 5:
  • a computer storage medium according to an embodiment of the present invention, wherein the computer storage medium stores Computer executable instructions for performing the information processing method of an embodiment of the present invention.
  • This application scenario involves Multiplayer Online Battle Arena Games (MOBA).
  • MOBA Multiplayer Online Battle Arena Games
  • the technical terms involved in MOBA are: 1) UI layer: the icon in the graphical user interface; 2) skill indicator: special effects, aperture, operation to assist the release of skills; 3) lens: can be understood as in the game Camera; 4) Small map: a reduced version of the big map, can be understood as a radar map, the map will show the enemy's information and location; 5) Roulette: the aperture of the upper layer of the skill button when pressing the skill button; ) Virtual joystick: A control for operation and positioning on the wheel.
  • the click avatar is switched to the corresponding hero avatar to perform the corresponding skill release operation.
  • Every hero avatar as a character object supports the release of the big stroke skills and common skills are different that is, the user can not manually release the big stroke skills without switching the hero avatar, but by The system manages the automatic control skill release.
  • the skill enters the CD. Since the automatic control cannot match the scene completely, if the system manages the automatic control skill release, the wrong skill is released.
  • the skill is also In the CD, the interaction effect, the response speed, and the like are greatly affected, and a series of problems existing in the prior art are employed in the background art.
  • FIG. 10 is a schematic diagram of the UI in the existing skill release control mode.
  • the game interface 41 and the hero avatar display area 44 are included.
  • the user needs to manually switch between different heroes by manually clicking the hero avatar. Switching takes time and effort, and then the skills corresponding to the hero's avatar can be released. That is to say, the user cannot manually release the big skill without switching the hero avatar, but the system manages the automatic control skill release. skill.
  • the current controllable release skill can only be a skill corresponding to the current hero, it is difficult to play multiple
  • the hero's direct skill combination and operation can only be the skill corresponding to the current hero, while other skills can be released through the system hosting automatic control skills, and the accuracy is not high. It is also impossible to identify many battle scenarios.
  • This system hosting automatic control skill release will release the skills without brains, resulting in a decline in the combat experience and poor interaction results.
  • This application scenario adopts an embodiment of the present invention.
  • whether the skill release control mode is the first control mode (manually controlled mode) or the second control mode (system managed mode) is determined by whether the skill switch is turned on or off.
  • Automatic control mode in the first control mode, if shown in Figure 6, an AI hero has 3 skills, of which the big move is its most powerful skill, CD is longer, then open the big skill switch, big move
  • the skill will be displayed in the skill manipulation display area 42, the right side of which is a different character object that the user can control, or an AI hero has three different skills, as shown in Figure 6-7.
  • the releasable state is displayed in the skill manipulation display area 42, otherwise, the skill is not released, and is not displayed in the skill manipulation display area 42.
  • the switch can set the manual control of the AI hero's big move, simplifying the operation of allowing the player to switch the hero back and forth, saving the operation difficulty.
  • the AI control hero will lock the target toward the current release.
  • the trick is equivalent to the player's operation.
  • the other two minor skills continue to be controlled by the AI.
  • the player is playing BOSS, he can better control the fighting rhythm, avoiding the skill being released by the AI without brain, and improving the combat experience. Through the switch, it better meets the requirements of the player. If the player wants the AI to control the big move, then the big move switch can be turned off. If you want to manually control the big move, open the switch.
  • the display of the UI interface described above and the interaction process thereof are implemented by an interaction process as shown in FIG.
  • FIG. 11 is a schematic diagram of a specific interaction process of the application scenario information processing method; as shown in FIG. 11, the application scenario includes a terminal 1, a terminal 2, and a server, and the terminal 1 performs trigger control by using the terminal 1; 2 triggering manipulation by user 2; the method includes:
  • step 11 For user 1, including step 11 - step 17;
  • Step 11 User 1 triggers the game system through terminal 1 and logs in authentication information.
  • the authentication information can be a username and password.
  • Step 12 The terminal 1 transmits the obtained authentication information to the server 3, and the server 3 performs identity verification, and after the identity verification is passed, returns to the first graphical user interface to the terminal 1; A virtual resource object is included in the first graphical user interface.
  • Step 13 The specified virtual resource object (such as the short message object in FIG. 3) can respond according to the touch operation of the user 1, and perform a series of virtual operations as described in steps 14-16.
  • the specified virtual resource object (such as the short message object in FIG. 3) can respond according to the touch operation of the user 1, and perform a series of virtual operations as described in steps 14-16.
  • Step 14 Detect whether the configuration option corresponding to the first function of the game system is enabled, if enabled, enter the first control mode, and render at least one of the corresponding i different character objects in the skill manipulation display area of the graphical user interface.
  • the skill object, i is a positive integer greater than 1.
  • Step 15 When acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, controlling at least one skill corresponding to the at least one skill object and/or the i-th character object corresponding to the first role object
  • the skill that the object supports triggers, and the skill release to the currently locked target object to perform the skill release operation.
  • Step 16 Synchronize the execution result obtained by performing step 14-15 to the server, or transfer to the terminal 2 via the server, or directly to the terminal 2, so that the user 2 who logs in to the game system through the terminal 2 can
  • the virtual operation responds to form an interaction between the multiple terminals.
  • the application scenario only takes the interaction between the two terminals as an example. In actual operation, the interaction between multiple terminals is not limited to the two terminals in this example. Interaction.
  • step 21 For user 2, for user 1, including step 21 - step 27;
  • Step 21 The user 2 triggers the game system through the terminal 2 and logs in the authentication information, and the authentication information may be a username and a password.
  • Step 22 The terminal 1 transmits the obtained authentication information to the server 3, and the server 3 performs identity verification, and after the identity verification is passed, returns to the second graphical user interface to the terminal 2; A virtual resource object is included in the second graphical user interface.
  • Step 23 the specified virtual resource object (such as the short message object in FIG. 3) can be based on The touch operation of the user 2 responds by performing a series of virtual operations as described in steps 24-26.
  • Step 24 Detect whether the configuration option corresponding to the first function of the game system is enabled. If enabled, enter the first control mode, and render at least one of the corresponding i different character objects in the skill manipulation display area of the graphical user interface.
  • the skill object, i is a positive integer greater than 1.
  • Step 25 When acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, controlling at least one skill corresponding to the at least one skill object and/or the i-th character object corresponding to the first role object
  • the skill that the object supports triggers, and the skill release to the currently locked target object to perform the skill release operation.
  • Step 26 Synchronize the execution result obtained by performing step 24-25 to the server, or transfer to the terminal 1 via the server, or directly to the terminal 1 so that the user 1 who logs in to the game system through the terminal 1 can
  • the virtual operation responds to form an interaction between the multiple terminals.
  • the application scenario only takes the interaction between the two terminals as an example. In actual operation, the interaction between multiple terminals is not limited to the two terminals in this example. Interaction.
  • Step 30 The optional step is: after receiving the first human-computer interaction execution result obtained by the step 14-16 and/or the second interaction execution result obtained by the step 24-26, the synchronization or medium forwarding is sent to the corresponding terminal.
  • the disclosed apparatus and method may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • there may be another division manner such as: multiple units or components may be combined, or Can be integrated into another system, or some features can be ignored or not executed.
  • the coupling, or direct coupling, or communication connection of the components shown or discussed may be indirect coupling or communication connection through some interfaces, devices or units, and may be electrical, mechanical or other forms. of.
  • the units described above as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place.
  • the party may also be distributed to multiple network units; some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
  • each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may be separately used as one unit, or two or more units may be integrated into one unit;
  • the unit can be implemented in the form of hardware or in the form of hardware plus software functional units.
  • the foregoing program may be stored in a computer readable storage medium, and the program is executed when executed.
  • the foregoing storage device includes the following steps: the foregoing storage medium includes: a mobile storage device, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
  • ROM read-only memory
  • RAM random access memory
  • magnetic disk or an optical disk.
  • optical disk A medium that can store program code.
  • the above-described integrated unit of the present invention may be stored in a computer readable storage medium if it is implemented in the form of a software function module and sold or used as a standalone product.
  • the technical solution of the embodiments of the present invention may be embodied in the form of a software product in essence or in the form of a software product stored in a storage medium, including a plurality of instructions.
  • a computer device (which may be a personal computer, server, or network device, etc.) is caused to perform all or part of the methods described in various embodiments of the present invention.
  • the foregoing storage medium includes various media that can store program codes, such as a mobile storage device, a ROM, a RAM, a magnetic disk, or an optical disk.
  • the first control mode when detecting that the configuration option corresponding to the first function of the game system is enabled, the first control mode is entered, and the first control mode is a manually controllable skill release control mode, because the graphical user interface can be The skill control display area is rendered to obtain at least one skill object corresponding to the i different character objects. Therefore, when acquiring the skill release operation gesture for the at least one skill object in the skill manipulation display area, the first controllable At least one skill object corresponding to the character object and/or at least one skill object corresponding to the i-th character object supports the triggered skill, and the skill release is performed on the currently locked target object to perform the skill release operation without first from the current role object. Switch to the required character object and release the skill of the corresponding skill object.
  • this hand-controlled skill release control mode is a controllable skill release control method, which has high controllability and certainty, which leads to greatly improved accuracy, and can also adapt to the changing needs of different scenes and improve. The precision and efficiency of interactive processing.

Abstract

一种信息处理方法、终端及计算机存储介质,其中,所述方法包括:在图形用户界面中渲染得到至少一个虚拟资源对象(101);检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数(102);获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作(103)。提高了交互处理的速度。

Description

一种信息处理方法、终端及计算机存储介质
本专利申请要求2015年10月10日提交的中国专利申请号为201510655696.6,申请人为腾讯科技(深圳)有限公司,发明名称为“一种信息处理方法、终端及计算机存储介质”的优先权,该申请的全文以引用的方式并入本申请中。
技术领域
本发明涉及信息交互技术,尤其涉及一种信息处理方法、终端及计算机存储介质。
背景技术
随着大屏幕、超大屏幕智能终端的日益普及,智能终端处理器的处理能力也越来越强,从而衍生出很多在大屏幕或超大屏幕上基于人机交互实现操控的应用,基于人机交互实现操控的过程中,多个用户之间可以采取一对一,一对多,多对多等各种建立群组的形式运行不同的交互模式,以得到不同的交互结果。比如,在大屏幕或超大屏幕上渲染得到的图形用户界面中,将多个用户分成两个不同群组后,利用人机交互中的操控处理,可以进行不同群组间的信息交互,以及根据对信息交互的响应得到不同的交互结果;利用人机交互中的操控处理,还可以在同一个群组的群成员间进行信息交互,以及根据对信息交互的响应得到不同的交互结果。
采用现有技术,信息交互过程中可以通过触发释放特定的能力,来丰富信息的表现形式和内容,不同的信息表现形式和内容最终会导致不同的交互结果。群组中的任意一个群成员可以操控并释放多种不同身份对应的该特定的能力。一方面,由于不同身份所支持释放的该特定的能力有所不同,因此,群成员需要先由当前的身份切换到特定的身份后才可以释放与 其对应的该特定的能力,从而导致采用目前释放特定能力的操控方式无法快速的释放技能,增加了交互时延,影响了交互处理的速度。另一方面,如果不进行切换虽然也可以释放技能,但是属于系统自动释放技能的操控方式,由于不可控和不确定性过高,从而导致准确度不高,也不能适应不同场景的多变需求,影响了交互处理的精度和效率。
然而,相关技术中,对于上述问题,尚无有效解决方案。
发明内容
有鉴于此,本发明实施例希望提供一种信息处理方法、终端及计算机存储介质,至少解决了现有技术存在的问题,无需切换就可以直接释放特定的能力,实现了快速的技能释放,从而减少了交互时延,提高了交互处理的速度,采用可控的技能释放操控方式,能适应不同场景的多变需求,提高了交互处理的精度和效率。
本发明实施例的技术方案是这样实现的:
本发明实施例提供了一种信息处理方法,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,所述方法包括:
在图形用户界面中渲染得到至少一个虚拟资源对象;
检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;
获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
本发明实施例还提供了一种终端,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,所述终端还包括:
第一渲染单元,配置为在图形用户界面中渲染得到至少一个虚拟资源对象;
第一检测单元,配置为检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;
技能释放单元,配置为获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
本发明实施例还提供了一种终端,所述终端包括:显示器和处理器;所述显示器,配置为在终端的处理器上执行软件应用后对其进行渲染,以得到图形用户界面;所述图形用户界面被配置为有助于人机交互的操控处理;
所述处理器,配置为执行如上述方案中任一项所述的信息处理方法;
所述处理器、所述图形用户界面和所述软件应用在游戏系统上被实施。
本发明实施例还提供了一种计算机存储介质,所述计算机存储介质中存储有计算机可执行指令,所述计算机可执行指令配置为执行上述方案中任一项所述的信息处理方法。
本发明实施例的信息处理方法,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,所述方法包括:在图 形用户界面中渲染得到至少一个虚拟资源对象;检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
采用本发明实施例,检测所述游戏系统第一功能对应的配置选项开启时,进入第一操控模式,该第一操控模式为可手控的技能释放操控方式,由于能在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,因此,获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,可以直接控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作,而无需从当前角色对象先切换到所需要的角色对象后再予以对应技能对象的技能释放。同时,这种手控的技能释放操控方式是一种可控的技能释放操控方式,可控性和确定性高,从而导致准确度的大大提高,也能适应不同场景的多变需求,提升了交互处理的精度和效率。
附图说明
图1为本发明实施例中进行信息交互的各方硬件实体的示意图;
图2为本发明实施例一的一个实现流程示意图;
图3、图4、6、7分别为应用本发明实施例得到的多个UI界面示意图;
图5为本发明实施例二的一个实现流程示意图;
图8为本发明实施例三的一个组成结构示意图;
图9为本发明实施例四的一个硬件实体组成结构示意图;
图10为应用现有技术得到的UI界面示意图;
图11应用本发明实施例的一个具体应用场景的实现流程示意图。
具体实施方式
下面结合附图对技术方案的实施作进一步的详细描述。
图1为本发明实施例中进行信息交互的各方硬件实体的示意图,图1中包括:一个或多个服务器,图1中的服务器11仅为示例、终端设备21-25及网络31,网络31中包括路由器,网关等等网络实体,图中并未体现。终端设备21-25通过有线网络或者无线网络与服务器进行信息交互,以便从服务器31下载应用和/或应用更新数据包和/或与应用相关的数据信息或业务信息。终端设备的类型如图1所示,包括手机(终端23)、平板电脑或PDA(终端25)、台式机(终端22)、PC机(终端24)、一体机(终端21)等类型。其中,终端设备中安装有各种用户所需的应用,比如具备娱乐功能的应用(如视频应用,音频播放应用,游戏应用,阅读软件),又如具备服务功能的应用(如地图导航应用、团购应用等)。
基于上述图1所示的系统,以游戏场景为例,终端设备21-25通过网络31从服务器11中按照需求下载游戏应用和/或游戏应用更新数据包和/或与游戏应用相关的数据信息或业务信息,采用本发明实施例,在终端设备上开启游戏应用,进入渲染得到的游戏界面后,检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。无需从当前角色对象先切换到所需要的角色对象后再予以对应技能对象的技 能释放。同时,这种手控的技能释放操控方式是一种可控的技能释放操控方式,可控性和确定性高,从而导致准确度的大大提高,也能适应不同场景的多变需求,提升了交互处理的精度和效率。
上述图1的例子只是实现本发明实施例的一个系统架构实例,本发明实施例并不限于上述图1所述的系统结构,基于该系统架构,提出本发明各个实施例。
实施例一:
本发明实施例的一种信息处理方法,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,如图2所示,所述方法包括:
步骤101、在图形用户界面中渲染得到至少一个虚拟资源对象。
这里,所述虚拟资源对象涵盖在图形用户界面中各种类型的对象,如表征用户的用户头像图标,表征背景的建筑物,树木,塔防等对象,表征用户状态(如血值,活力值)的对象,表征用户技能,装备等对象,表征控制用户位置移动变化的方向按钮对象,用户释放技能时的渲染对象等都在本发明实施例的“虚拟资源对象”的保护范围内。
步骤102、检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数。
这里,如图3所示为游戏系统第一功能对应的配置选项的UI界面示意图,仅仅为一个示例,并不限于图3中的UI显示设置,只要是可以用于达到开启第一功能目的的实例都在本发明实施例的保护范围中。
图3中,游戏系统的设置界面用a1标记,第一功能对应的配置选项用a2标记,该选项具体为“大招开关”。在该选项“大招开关”为“ON”时, 则开启该第一功能为开启大招,进入第一操控模式,该第一操控模式可以具体为手动控制选择大招的技能释放操控模式。在这种情况下,进入图形用户界面如游戏界面后,如图4所示,会在游戏界面41中显示一个技能操控显示区域42。在该技能操控显示区域42中显示一个群成员所能选用的多个角色身份所对应的多个技能,或者同一群组中群成员(如AI队友)对应的多个技能。这里需要指出的是,在技能操控显示区域42显示的多个技能可以仅仅是技能中的攻击力强的大招技能,也可以是普通攻击技能(以下简称为普通技能,与大招技能相区分)。
这里,由于在所述图形用户界面上基于人机交互实现操控的过程中,支持在多个用户之间采取一对一,一对多,多对多的形式建立不同群组来运行不同的交互模式,以得到不同的交互结果。其中,不同的交互模式中不仅包括联网的多个用户之间的对战模式,还包括不联网的单机对战模式。
在多个用户之间的对战模式,及不联网的单机对战模式中,都可以适用于图4所示的UI界面。这里需要指出的是,经终端设备的处理器,具体是图像处理器渲染得到的图4所示的用户交互接口(UI)界面,只是一个具体实例,该具体实例不仅适用于游戏的敌我双方布局为1对1,3对3,5对5不同的人员部署场景,也适用于游戏的敌我双方布局数目不同的场景,如40对20,30对60的人员部署场景,来完成游戏内通过固定位置轮盘来确定技能释放位置、方向的模式。比如,以联网中在多个用户之间的对战模式而言,将所述多个用户分成不同群组,每个群组中至少包括一个群成员,标记所述不同群组至少为第一群组(如我方群组)和第二群组(如对方群组),在我方群组中只有一个人员,在对方群组中也只有一个人员情况下,即为上述提及的“1对1”的模式;在我方群组中只有三个人员,在对方群组中也只有三个人员情况下,即为上述提及的“3对3”的模式;在我方群组中只有五个人员,在对方群组中也只有五个人员情况下,即为上述 提及的“5对5”的模式,当然,敌方群组和我方群组不一定必须部署同等数目的人员,也可以配备不同数目的人员。
步骤103、获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
这里,所述当前锁定的目标对象可以为用户当前的攻击对象,所述获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势,可以是通过手动点击技能操控显示区域42中的大招技能和/或普通技能,注意,不是手动点击技能操控显示区域42右侧的角色对象头像,是直接点击技能操控显示区域42右侧的角色对象所对应支持释放使用的大招技能和/或普通技能,从而采用本发明实施例,为无需切换角色对象就能直接释放技能提供了可行性。这样一来,也可以根据用户需要更好的控制战斗节奏,从而提高了交互和响应时间,没有时延,可以快速释放技能并对所述当前目标对象发起有效的攻击。
这里,直接点击技能操控显示区域42右侧的角色对象所对应支持释放使用的大招技能和/或普通技能,根据所识别不同场景的需要,可以是只释放技能操控显示区域42中的一个技能,如连续攻击,也可以释放技能操控显示区域42中的由至少两个技能构成的组合技能,以提升攻击命中率和成功率。比如,在打BOSS的情况下,就可以采用这种组合技能的技能释放操作,而且,组合技能是用户通过直接点击技能操控显示区域42右侧的角色对象所对应支持释放使用的技能来生成,并不是由系统自动控制的托管行为,因为系统自动控制的托管行为并不能精确的符合场景的需求,从而通过这种可控的手动操作模式来选择对应场景的组合技能释放,可以避免大招的无效无用释放。
可见,采用本发明实施例,只需要简单的几个人机交互操作,开启大招开关选项,渲染显示技能操控显示区域42右侧的角色对象所对应支持释放使用的大招技能和/或普通技能,点击技能操控显示区域42中可选的大招技能和/或普通技能,释放对应的单一技能或者组合技能,从而提升攻击命中率和成功率。这种通过手动控制选择大招的技能释放操控模式在整个人机交互过程中,无需从当前角色对象先切换到所需要的角色对象后再予以对应技能对象的技能释放,提高技能释放的快捷性,减少交互时延,且这种通过手动控制选择大招的技能释放操控模式可控性和确定性高,从而导致准确度的大大提高,也能适应不同场景的多变需求,提升了交互处理的精度和效率。
基于上述实施例一,由于在所述技能操控显示区域渲染得到对应i个不同角色对象的所述至少一个技能对象,为用户当前能操控释放的技能,而用户当前不能操控释放的技能是不在如图4所示的技能操控显示区域42中进行显示,以下实施例二就针对这种情况进行举例描述。
实施例二:
本发明实施例的一种信息处理方法,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,如图5所示,所述方法包括:
步骤201、检测到当前为一个用户操控i个不同角色对象的状态,每个角色对象对应一个技能对象时,在所述技能操控显示区域渲染得到i个技能对象,所述i个技能对象均处于可释放状态。
步骤202、从所述i个技能对象中选取j个技能对象用于所述技能释放操作,j为大于1的正整数,且j<i。
步骤203、针对所述j个技能对象执行所述技能释放操作后,在预设时间未到达时,所述j个技能对象处于不可释放状态,则在所述技能操控显示区域隐藏所述j个技能对象,仅在所述技能操控显示区域显示i-j个技能对象。
步骤204、检测到所述预设时间到达时,所述j个技能对象恢复至可释放状态,则在所述技能操控显示区域将之前隐藏的所述j个技能对象恢复显示。
这里,如图6所示,技能操控显示区域42中显示有右侧一用户所能控制的不同角色对象(角色f1-角色f3)分别对应的不同技能对象(技能1-技能3)。在技能操控显示区域42的具体显示变化过程为:1)一开始,所述i个技能对象均处于可释放状态,所以,技能1-技能3当前都可以显示于技能操控显示区域42。2)随着针对所述技能1-技能3中2个技能对象执行所述技能释放操作后,这2个技能对象进入CD模式(即技能释放后,用完技能,需要等待一定时间后才可以重新使用该技能,类比满血复活是需要等待时间的)。此时,在技能操控显示区域42只能显示技能3,删除显示技能1-技能2,或者,不删除,只是将技能1-技能2隐藏显示。这种情况下,由技能1-技能3构成的组合技能无法使用,当前技能1-技能2在所述CD中,处于不可释放状态,只有技能3可以显示并处于可释放状态,如图7所示。3)最终,技能1-技能2达到预设时间后,重新处于可释放状态,会重新显示于技能操控显示区域42中,用户此时可以使用由技能1-技能3构成的组合技能。
这里,技能1-技能3可以单独释放其中之一,也可以组合释放其中任意两个或者同时释放3个技能。
在本发明实施例一实施方式中,所述方法还包括:
步骤301、检测所述游戏系统第一功能对应的配置选项是否开启,如果 未开启或开启后关闭,则进入第二操控模式,在所述第二操控模式下,默认所述i个不同角色对象的至少一个技能对象中的m个技能对象由系统自动控制,m为大于1的正整数,且m<i。
这里,第二操控模式可以具体为系统自动控制的技能释放操控模式,即由电脑托管默认的一个或多个技能的释放,以自动控制选择大招的技能释放,但是准确度不够高,需要和上述第一操控模式(如手动控制选择大招的技能释放操控模式)结合使用,比如,大招模式攻击力更强,都采用该手动控制选择大招的技能释放操控模式来释放攻击性强的大招技能,对于一些普通技能无需用户手动选择,可以采用系统自动控制的技能释放操控模式,来释放普通技能。
步骤302、获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将i-m个技能对象中第一角色对象对应的至少一个技能对象和/或第i-m角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放;剩余的所述m个技能对象由系统自动控制将其中任意一个单独释放或者将其中多个组合释放。
这里,就是一种上述第一操控模式(如手动控制选择大招的技能释放操控模式)与第二操控模式(系统自动控制的技能释放操控模式)相互结合使用的实例,总共有i个技能,其中包括大招技能和普通技能,i个技能中,m个技能对象配置为由系统自动控制将其中任意一个单独释放或者将其中多个组合释放,那么,i-m可以由用户手动选择,即采用所述第二操控模式(系统自动控制的技能释放操控模式),从而,可以兼顾手动控制的准确性,可控性,场景识别度的匹配性,以及自动控制的快捷性,达到最佳的交互结果,命中率和成功率都很高。
实施例三:
本发明实施例的一种终端,通过在终端的处理器上执行软件应用并在 所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,如图8所示,所述终端还包括:
第一渲染单元51,配置为在图形用户界面中渲染得到至少一个虚拟资源对象;
第一检测单元52,配置为检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;
技能释放单元53,配置为获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
在本发明实施例一实际应用中,所述虚拟资源对象涵盖在图形用户界面中各种类型的对象,如表征用户的用户头像图标,表征背景的建筑物,树木,塔防等对象,表征用户状态(如血值,活力值)的对象,表征用户技能,装备等对象,表征控制用户位置移动变化的方向按钮对象,用户释放技能时的渲染对象等都在本发明实施例的“虚拟资源对象”的保护范围内。
这里,如图3所示为游戏系统第一功能对应的配置选项的UI界面示意图,仅仅为一个示例,并不限于图3中的UI显示设置,只要是可以用于达到开启第一功能目的的实例都在本发明实施例的保护范围中。
图3中,游戏系统的设置界面用a1标记,第一功能对应的配置选项用a2标记,该选项具体为“大招开关”。在该选项“大招开关”为“ON”时,则开启该第一功能为开启大招,进入第一操控模式,该第一操控模式可以 具体为手动控制选择大招的技能释放操控模式。在这种情况下,进入图形用户界面如游戏界面后,如图4所示,会在游戏界面41中显示一个技能操控显示区域42。在该技能操控显示区域42中显示一个群成员所能选用的多个角色身份所对应的多个技能,或者同一群组中群成员(如AI队友)对应的多个技能。这里需要指出的是,在技能操控显示区域42显示的多个技能可以仅仅是技能中的攻击力强的大招技能,也可以是普通攻击技能(以下简称为普通技能,与大招技能相区分)。
这里,由于在所述图形用户界面上基于人机交互实现操控的过程中,支持在多个用户之间采取一对一,一对多,多对多的形式建立不同群组来运行不同的交互模式,以得到不同的交互结果。其中,不同的交互模式中不仅包括联网的多个用户之间的对战模式,还包括不联网的单机对战模式。
在多个用户之间的对战模式,及不联网的单机对战模式中,都可以适用于图4所示的UI界面。这里需要指出的是,经终端设备的处理器,具体是图像处理器渲染得到的图4所示的用户交互接口(UI)界面,只是一个具体实例,该具体实例不仅适用于游戏的敌我双方布局为1对1,3对3,5对5不同的人员部署场景,也适用于游戏的敌我双方布局数目不同的场景,如40对20,30对60的人员部署场景,来完成游戏内通过固定位置轮盘来确定技能释放位置、方向的模式。比如,以联网中在多个用户之间的对战模式而言,将所述多个用户分成不同群组,每个群组中至少包括一个群成员,标记所述不同群组至少为第一群组(如我方群组)和第二群组(如对方群组),在我方群组中只有一个人员,在对方群组中也只有一个人员情况下,即为上述提及的“1对1”的模式;在我方群组中只有三个人员,在对方群组中也只有三个人员情况下,即为上述提及的“3对3”的模式;在我方群组中只有五个人员,在对方群组中也只有五个人员情况下,即为上述提及的“5对5”的模式,当然,敌方群组和我方群组不一定必须部署同等 数目的人员,也可以配备不同数目的人员。
这里,所述当前锁定的目标对象可以为用户当前的攻击对象,所述获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势,可以是通过手动点击技能操控显示区域42中的大招技能和/或普通技能,注意,不是手动点击技能操控显示区域42右侧的角色对象头像,是直接点击技能操控显示区域42右侧的角色对象所对应支持释放使用的大招技能和/或普通技能,从而采用本发明实施例,为无需切换角色对象就能直接释放技能提供了可行性。这样一来,也可以根据用户需要更好的控制战斗节奏,从而提高了交互和响应时间,没有时延,可以快速释放技能并对所述当前目标对象发起有效的攻击。
这里,直接点击技能操控显示区域42右侧的角色对象所对应支持释放使用的大招技能和/或普通技能,根据所识别不同场景的需要,可以是只释放技能操控显示区域42中的一个技能,如连续攻击,也可以释放技能操控显示区域42中的由至少两个技能构成的组合技能,以提升攻击命中率和成功率。比如,在打BOSS的情况下,就可以采用这种组合技能的技能释放操作,而且,组合技能是用户通过直接点击技能操控显示区域42右侧的角色对象所对应支持释放使用的技能来生成,并不是由系统自动控制的托管行为,因为系统自动控制的托管行为并不能精确的符合场景的需求,从而通过这种可控的手动操作模式来选择对应场景的组合技能释放,可以避免大招的无效无用释放。
在本发明实施例一实施方式中,在所述技能操控显示区域渲染得到对应i个不同角色对象的所述至少一个技能对象,为用户当前能操控释放的技能。
在本发明实施例一实施方式中,所述终端还包括:
第二检测单元,配置为检测到当前为一个用户操控i个不同角色对象的 状态,每个角色对象对应一个技能对象时,在所述技能操控显示区域渲染得到i个技能对象,所述i个技能对象均处于可释放状态;
技能释放控制单元,还配置为从所述i个技能对象中选取j个技能对象用于所述技能释放操作,j为大于1的正整数,且j<i;针对所述j个技能对象执行所述技能释放操作后,在预设时间未到达时,所述j个技能对象处于不可释放状态,则在所述技能操控显示区域隐藏所述j个技能对象,仅在所述技能操控显示区域显示i-j个技能对象,以及,
所述技能释放控制单元,还配置为检测到所述预设时间到达时,所述j个技能对象恢复至可释放状态,则在所述技能操控显示区域将之前隐藏的所述j个技能对象恢复显示。
这里,如图6所示,技能操控显示区域42中显示有右侧一用户所能控制的不同角色对象(角色f1-角色f3)分别对应的不同技能对象(技能1-技能3)。在技能操控显示区域42的具体显示变化过程为:1)一开始,所述i个技能对象均处于可释放状态,所以,技能1-技能3当前都可以显示于技能操控显示区域42。2)随着针对所述技能1-技能3中2个技能对象执行所述技能释放操作后,这2个技能对象进入CD模式(即技能释放后,用完技能,需要等待一定时间后才可以重新使用该技能,类比满血复活是需要等待时间的)。此时,在技能操控显示区域42只能显示技能3,删除显示技能1-技能2,或者,不删除,只是将技能1-技能2隐藏显示。这种情况下,由技能1-技能3构成的组合技能无法使用,当前技能1-技能2在所述CD中,处于不可释放状态,只有技能3可以显示并处于可释放状态,如图7所示。3)最终,技能1-技能2达到预设时间后,重新处于可释放状态,会重新显示于技能操控显示区域42中,用户此时可以使用由技能1-技能3构成的组合技能。
这里,技能1-技能3可以单独释放其中之一,也可以组合释放其中任 意两个或者同时释放3个技能。
在本发明实施例一实施方式中,,所述第一检测单元,还配置为检测所述游戏系统第一功能对应的配置选项是否开启,如果未开启或开启后关闭,则进入第二操控模式,在所述第二操控模式下,默认所述i个不同角色对象的至少一个技能对象中的m个技能对象由系统自动控制,m为大于1的正整数,且m<i;
所述技能释放单元,还配置为获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将i-m个技能对象中第一角色对象对应的至少一个技能对象和/或第i-m角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放;剩余的所述m个技能对象由系统自动控制将其中任意一个单独释放或者将其中多个组合释放。
这里,是第一操控模式(如手动控制选择大招的技能释放操控模式)与第二操控模式(系统自动控制的技能释放操控模式)相互结合使用的实例,总共有i个技能,其中包括大招技能和普通技能,i个技能中,m个技能对象配置为由系统自动控制将其中任意一个单独释放或者将其中多个组合释放,那么,i-m可以由用户手动选择,即采用所述第二操控模式(系统自动控制的技能释放操控模式),从而,可以兼顾手动控制的准确性,可控性,场景识别度的匹配性,以及自动控制的快捷性,达到最佳的交互结果,命中率和成功率都很高。
实施例四:
本发明实施例的一种终端,如图9所示,所述终端包括:显示器61和处理器62;显示器61配置为在终端的处理器上执行软件应用后对其进行渲染,以得到图形用户界面;所述图形用户界面被配置为有助于人机交互的操控处理。处理器62,配置为执行本发明实施例的信息处理方法。所述处 理器、所述图形用户界面和所述软件应用在游戏系统上被实施。
本实施例中所述终端还包括:存储器63、输入设备64(如包括摄像头、麦克风、耳麦在内的采集设备;鼠标、摇杆、台式机键盘等外设;笔记本和平板电脑上的实体键盘或者触摸屏等)、输出设备65(如包括扬声器、耳机等在内的音频输出设备,视频输出设备)、总线66和联网设备67;所述处理器62、存储器63、输入设备64、显示器61和联网设备67均通过总线66连接,所述总线66用于所述处理器62、存储器63、显示器61和联网设备67之间的数据传输和通讯。
其中,所述输入设备64主要用于获得用户的输入操作,当所述终端不同时,所述输入设备64也可能不同。例如,当所述终端为PC时,所述输入设备64可以为鼠标、键盘等输入设备;当所述终端为智能手机、平板电脑等便携设备时,输入设备64可以为触控屏。联网设备67用于多个终端与服务器之间通过网络连接并上传和下载数据,及多个终端之间通过网络连接并进行数据传输。
其中,所述服务器可以是通过集群系统构成的,为实现各单元功能而合并为一或各单元功能分体设置的电子设备,终端和服务器都至少包括用于存储数据的数据库和用于数据处理的处理器,或者包括设置于服务器内的存储介质或独立设置的存储介质。对于用于数据处理的处理器而言,在执行处理时,可以采用微处理器、中央处理器(CPU,Central Processing Unit)、数字信号处理器(DSP,Digital Singnal Processor)或可编程逻辑阵列(FPGA,Field-Programmable Gate Array)实现。而对于存储介质来说,包含操作指令,该操作指令可以为计算机可执行代码,通过所述操作指令来实现上述本发明实施例信息处理方法流程中的各个步骤。
实施例五:
本发明实施例的一种计算机存储介质,所述计算机存储介质中存储有 计算机可执行指令,所述计算机可执行指令用于执行本发明实施例的信息处理方法。
以一个现实应用场景为例对本发明实施例阐述如下:
本应用场景涉及多人在线战术竞技游戏(MOBA,Multiplayer Online Battle Arena Games)。在MOBA中涉及的技术名词为:1)UI层:即图形用户界面中的图标;2)技能指示器:用来辅助技能释放的特效、光圈、操作;3)镜头:可以理解成为游戏里的摄像机;4)小地图:大地图的缩小版,可以理解成为雷达图,地图上会显示敌人我方的信息和位置;5)轮盘:在按压技能按键时于技能按键上层呼出的光圈;6)虚拟摇杆:于轮盘上用于操作和定位的控件。
对于本应用场景,采用本发明实施例,目前手游MOBA的游戏产品里,对于一个人控制多个角色的操作,往往是采用点击头像切换到对应的英雄头像来进行其所对应的技能释放操作(每个英雄头像作为一个角色对象所支持释放的大招技能和普通技能都是不同的),也就是说,用户无法在不切换英雄头像的情况下,手动去释放大招技能,而是由系统托管自动控制技能释放,释放后该技能进入CD,由于自动控制不能与场景完全匹配,因此,如果系统托管自动控制技能释放时,释放错了技能,当用户需要使用这个技能时,该技能还在所述CD中,从而大大影响了交互效果,响应速度等等以上背景技术中采用现有技术所存在的一系列问题。
如图10所示为现有技能释放操控模式下的UI示意图,图10中,包括游戏界面41和英雄头像显示区域44,采用现有技术,用户需要先通过手动点击英雄头像去切换不同的英雄,切换费时费力,之后才可以释放与该英雄头像所对应的技能,也就是说用户无法在不切换英雄头像的情况下,手动去释放大招技能,而是由系统托管自动控制技能释放大招技能。而且,当前可控制释放的技能只能是一个当前英雄所对应的技能,很难打出多个 英雄直接的技能组合配合操作,只能是一个当前英雄所对应的技能,而其他技能可以通过系统托管自动控制技能释放,准确度又不高。也无法识别很多战斗场景,这种系统托管自动控制技能释放会将技能无脑的放出去,导致战斗体验下降,交互结果很差。
本应用场景采用本发明实施例,如图3所示,通过大招技能开关是否开启开确定技能释放操控模式为第一操控模式(手动控制的模式),还是为第二操控模式(系统托管的自动控制模式),在第一操控模式下,若如6所示,一个AI英雄有3个技能,其中大招是它最厉害的技能,CD较长,则开启大招技能开关后,大招技能将会显示在技能操控显示区域42中,其右侧为一用户所能控制的不同角色对象,或者称为一个AI英雄有3个不同的技能,如图6-7所示,技能若处于可释放状态,则会显示在技能操控显示区域42中,否则,技能不可释放,则不显示在技能操控显示区域42中。
通过开启大招技能开关后,通过开关可以设置将AI英雄的大招手动控制,简化了让玩家来回切换英雄的操作,节省操作难度,点击后,该AI控制英雄会朝当前锁定目标,释放大招,等同于玩家操作。其他两个小技能继续由AI控制。当玩家在打BOSS时,可以更好的控制战斗节奏,避免技能被AI无脑的放出去,提升战斗体验。通过开关,更好的符合了玩家的要求,若玩家想让AI控制大招,则关闭大招开关即可,想手动控制大招,则打开开关。
上述UI界面的显示及其交互过程通过如图11所示的交互流程来实现。
图11为本应用场景信息处理方法的具体交互流程示意图;如图11所示,在本应用场景中,包括终端1、终端2和服务器,所述终端1通过用户1进行触发操控;所述终端2通过用户2进行触发操控;所述方法包括:
对于用户1,包括步骤11-步骤17;
步骤11:用户1通过终端1触发游戏系统并登陆身份验证信息,所述 身份验证信息可以为用户名和密码。
步骤12:所述终端1将获取到的身份验证信息传输至服务器3,由所述服务器3进行身份验证,并在身份验证通过后,返回第一图形用户界面至所述终端1;其中,所述第一图形用户界面中包括虚拟资源对象。
步骤13、指定的虚拟资源对象(如图3中的短消息对象)能够基于用户1的触控操作进行响应,执行步骤14-16所述的一系列虚拟操作。
步骤14、检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数。
步骤15、获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
步骤16、将通过执行步骤14-15得到的执行结果同步到服务器,或者经服务器即时中转给终端2,或者直接转发给终端2,以便使通过终端2登录游戏系统的用户2可以对用户1的所述虚拟操作进行响应,从而形成多终端之间的交互,本应用场景仅以两个终端间的交互为例,实际操作中可以多终端之间的交互并不限于本示例中两个终端间的交互。
对于用户2,对于用户1,包括步骤21-步骤27;
步骤21:用户2通过终端2触发游戏系统并登陆身份验证信息,所述身份验证信息可以为用户名和密码。
步骤22:所述终端1将获取到的身份验证信息传输至服务器3,由所述服务器3进行身份验证,并在身份验证通过后,返回第二图形用户界面至所述终端2;其中,所述第二图形用户界面中包括虚拟资源对象。
步骤23、指定的虚拟资源对象(如图3中的短消息对象)能够基于用 户2的触控操作进行响应,执行步骤24-26所述的一系列虚拟操作。
步骤24、检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数。
步骤25、获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
步骤26、将通过执行步骤24-25得到的执行结果同步到服务器,或者经服务器即时中转给终端1,或者直接转发给终端1,以便使通过终端1登录游戏系统的用户1可以对用户2的所述虚拟操作进行响应,从而形成多终端之间的交互,本应用场景仅以两个终端间的交互为例,实际操作中可以多终端之间的交互并不限于本示例中两个终端间的交互。
步骤30、可选的步骤,收到通过步骤14-16得到的第一人机交互执行结果和/或通过步骤24-26得到的第二交互执行结果后,同步或中转发送给对应的终端。
在本申请所提供的几个实施例中,应该理解到,所揭露的设备和方法,可以通过其它的方式实现。以上所描述的设备实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,如:多个单元或组件可以结合,或可以集成到另一个系统,或一些特征可以忽略,或不执行。另外,所显示或讨论的各组成部分相互之间的耦合、或直接耦合、或通信连接可以是通过一些接口,设备或单元的间接耦合或通信连接,可以是电性的、机械的或其它形式的。
上述作为分离部件说明的单元可以是、或也可以不是物理上分开的,作为单元显示的部件可以是、或也可以不是物理单元,即可以位于一个地 方,也可以分布到多个网络单元上;可以根据实际的需要选择其中的部分或全部单元来实现本实施例方案的目的。
另外,在本发明各实施例中的各功能单元可以全部集成在一个处理单元中,也可以是各单元分别单独作为一个单元,也可以两个或两个以上单元集成在一个单元中;上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。
本领域普通技术人员可以理解:实现上述方法实施例的全部或部分步骤可以通过程序指令相关的硬件来完成,前述的程序可以存储于一计算机可读取存储介质中,该程序在执行时,执行包括上述方法实施例的步骤;而前述的存储介质包括:移动存储设备、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
或者,本发明上述集成的单元如果以软件功能模块的形式实现并作为独立的产品销售或使用时,也可以存储在一个计算机可读取存储介质中。基于这样的理解,本发明实施例的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机、服务器、或者网络设备等)执行本发明各个实施例所述方法的全部或部分。而前述的存储介质包括:移动存储设备、ROM、RAM、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述,仅为本发明的具体实施方式,但本发明的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本发明揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本发明的保护范围之内。因此,本发明的保护范围应以所述权利要求的保护范围为准。
工业实用性
采用本发明实施例,检测所述游戏系统第一功能对应的配置选项开启时,进入第一操控模式,该第一操控模式为可手控的技能释放操控方式,由于能在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,因此,获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,可以直接控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作,而无需从当前角色对象先切换到所需要的角色对象后再予以对应技能对象的技能释放。同时,这种手控的技能释放操控方式是一种可控的技能释放操控方式,可控性和确定性高,从而导致准确度的大大提高,也能适应不同场景的多变需求,提升了交互处理的精度和效率。

Claims (12)

  1. 一种信息处理方法,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,所述方法包括:
    在图形用户界面中渲染得到至少一个虚拟资源对象;
    检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;
    获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
  2. 根据权利要求1所述的方法,其中,在所述技能操控显示区域渲染得到对应i个不同角色对象的所述至少一个技能对象,为用户当前能操控释放的技能。
  3. 根据权利要求2所述的方法,其中,所述方法还包括:
    检测到当前为一个用户操控i个不同角色对象的状态,每个角色对象对应一个技能对象时,在所述技能操控显示区域渲染得到i个技能对象,所述i个技能对象均处于可释放状态;
    从所述i个技能对象中选取j个技能对象用于所述技能释放操作,j为大于1的正整数,且j<i;
    针对所述j个技能对象执行所述技能释放操作后,在预设时间未到达时,所述j个技能对象处于不可释放状态,则在所述技能操控显示区域隐藏所述j个技能对象,仅在所述技能操控显示区域显示i-j个技能对象。
  4. 根据权利要求3所述的方法,其中,所述方法还包括:
    检测到所述预设时间到达时,所述j个技能对象恢复至可释放状态,则在所述技能操控显示区域将之前隐藏的所述j个技能对象恢复显示。
  5. 根据权利要求1至4任一项所述的方法,其中,所述方法还包括:
    检测所述游戏系统第一功能对应的配置选项是否开启,如果未开启或开启后关闭,则进入第二操控模式,在所述第二操控模式下,默认所述i个不同角色对象的至少一个技能对象中的m个技能对象由系统自动控制,m为大于1的正整数,且m<i;
    获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将i-m个技能对象中第一角色对象对应的至少一个技能对象和/或第i-m角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放;剩余的所述m个技能对象由系统自动控制将其中任意一个单独释放或者将其中多个组合释放。
  6. 一种终端,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,所述终端还包括:
    第一渲染单元,配置为在图形用户界面中渲染得到至少一个虚拟资源对象;
    第一检测单元,配置为检测所述游戏系统第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;
    技能释放单元,配置为获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
  7. 根据权利要求6所述的终端,其中,在所述技能操控显示区域渲染得到对应i个不同角色对象的所述至少一个技能对象,为用户当前能操控释放的技能。
  8. 根据权利要求7所述的终端,其中,所述终端还包括:
    第二检测单元,配置为检测到当前为一个用户操控i个不同角色对象的状态,每个角色对象对应一个技能对象时,在所述技能操控显示区域渲染得到i个技能对象,所述i个技能对象均处于可释放状态;
    技能释放控制单元,还配置为从所述i个技能对象中选取j个技能对象用于所述技能释放操作,j为大于1的正整数,且j<i;针对所述j个技能对象执行所述技能释放操作后,在预设时间未到达时,所述j个技能对象处于不可释放状态,则在所述技能操控显示区域隐藏所述j个技能对象,仅在所述技能操控显示区域显示i-j个技能对象。
  9. 根据权利要求8所述的终端,其中,所述技能释放控制单元,还配置为检测到所述预设时间到达时,所述j个技能对象恢复至可释放状态,则在所述技能操控显示区域将之前隐藏的所述j个技能对象恢复显示。
  10. 根据权利要求6至9任一项所述的终端,其中,所述第一检测单元,还配置为检测所述游戏系统第一功能对应的配置选项是否开启,如果未开启或开启后关闭,则进入第二操控模式,在所述第二操控模式下,默认所述i个不同角色对象的至少一个技能对象中的m个技能对象由系统自动控制,m为大于1的正整数,且m<i;
    所述技能释放单元,还配置为获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将i-m个技能对象中第一角色对象对应的至少一个技能对象和/或第i-m角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放;剩余的所述m个技能对象由系统自动控制将其中任意一个单独释放或者将其中 多个组合释放。
  11. 一种终端,所述终端包括:显示器和处理器;所述显示器,配置为在终端的处理器上执行软件应用后对其进行渲染,以得到图形用户界面;所述图形用户界面被配置为有助于人机交互的操控处理;
    所述处理器,配置为执行如权利要求1至5任一项所述的信息处理方法;
    所述处理器、所述图形用户界面和所述软件应用在游戏系统上被实施。
  12. 一种计算机存储介质,所述计算机存储介质中存储有计算机可执行指令,所述计算机可执行指令配置为执行权利要求1至5任一项所述的信息处理方法。
PCT/CN2016/083207 2015-10-10 2016-05-24 一种信息处理方法、终端及计算机存储介质 WO2017059683A1 (zh)

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