WO2019149092A1 - 信息处理方法及装置、存储介质、电子设备 - Google Patents
信息处理方法及装置、存储介质、电子设备 Download PDFInfo
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- WO2019149092A1 WO2019149092A1 PCT/CN2019/072387 CN2019072387W WO2019149092A1 WO 2019149092 A1 WO2019149092 A1 WO 2019149092A1 CN 2019072387 W CN2019072387 W CN 2019072387W WO 2019149092 A1 WO2019149092 A1 WO 2019149092A1
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- control
- construction
- build
- virtual object
- user interface
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input 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
- A63F13/2145—Input 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/807—Role playing or strategy games
Definitions
- the present disclosure relates to the field of game technologies, and in particular, to an information processing method and apparatus, a storage medium, and an electronic device.
- the mobile game application running on the mobile terminal currently has a variety of different themes and gameplay types, and the combination of a variety of different gameplays to improve the playability of mobile games is currently the development direction of the field. For example, combining a shooting type game with a build type game, combining a strategy type game with a parkour type game, etc., however, for a mobile terminal running a mobile game, subject to hardware conditions such as a smaller terminal
- the display when multiple interactive types of gameplay are simultaneously presented in the graphical user interface displayed on the display, the graphical user interface is messy due to too many controls, and may bring greater precision to the user's manipulation. Impact; if fewer controls are set in the graphical user interface, effective manipulation of multiple gameplay types may not be possible, reducing the user experience.
- An object of the present disclosure is to provide an information processing method and apparatus, a storage medium, and an electronic device, and at least to some extent overcome one or more problems due to limitations and disadvantages of the related art.
- an information processing method comprising:
- the first virtual object executes a build instruction at a first build area in the game scene.
- an information processing apparatus comprising:
- the attack module is configured to provide an attack control in the graphical user interface, and when detecting the first touch operation acting on the attack control, controlling the first virtual object to execute an attack command in the game scenario;
- a building module configured to provide a child control for constructing a control in the graphical user interface, wherein when the second touch operation of the child control acting on the build control is detected, the providing is provided in the graphical user interface Constructing a control and controlling the first virtual object to execute a build instruction at a first build area in the game scene.
- a computer readable storage medium having stored thereon a computer program, the computer program being executed by a processor to implement the information processing method of any of the above.
- an electronic device including:
- a memory configured to store executable instructions of the processor
- processor is configured to execute the information processing method according to any one of the preceding claims, by executing the executable instruction.
- An information processing method provided by an exemplary embodiment of the present disclosure provides an attack control in a graphical user interface, and when detecting a first touch operation acting on the attack control, controlling the first virtual object Executing an attack command in the game scene; providing a child control of the build control in the graphical user interface, providing a second touch operation acting on the child control of the build control, providing the graphical user interface
- the constructing a control and controlling the first virtual object to execute a build instruction at a first build area in the game scene is proposed.
- the number of controls of the graphical user interface is not increased, and on the other hand, rapid construction can be achieved in an attack mode. Increase the smoothness of the control and greatly enhance the gaming experience.
- FIG. 1 is a flow chart of an information processing method according to an embodiment of the present invention.
- FIG. 2 is a schematic diagram of a graphical user interface in an exemplary embodiment of the present disclosure
- FIG. 3 is a schematic diagram of a graphical user interface in an exemplary embodiment of the present disclosure.
- FIG. 4 is a schematic diagram of a graphical user interface in an exemplary embodiment of the present disclosure.
- FIG. 5 is a schematic diagram of construction in a game scene in an exemplary embodiment of the present disclosure.
- FIG. 6 is a structural diagram of an information processing apparatus according to an embodiment of the present disclosure.
- FIG. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
- FIG. 8 is a schematic structural diagram of one of the storage media according to an embodiment of the present disclosure.
- trigger events disclosed in this specification may be preset, and different trigger events may trigger execution of different functions.
- the embodiment of the present disclosure provides an information processing method, and the execution body of the method may be any mobile terminal device such as a mobile phone, a PDA, a tablet computer, a handheld game terminal, or an electronic device.
- the execution body of the method may be any mobile terminal device such as a mobile phone, a PDA, a tablet computer, a handheld game terminal, or an electronic device.
- 1 is a flow chart of an information processing method according to an embodiment of the present invention. As shown in FIG. 1, in the embodiment, the method includes the following steps:
- Step S110 providing an attack control in the graphical user interface, and when detecting the first touch operation acting on the attack control, controlling the first virtual object to execute an attack command in the game scenario;
- Step S120 providing a child control of the construction control in the graphic user interface, and providing the construction control in the graphic user interface when detecting a second touch operation of the child control acting on the construction control And controlling the first virtual object to execute a build instruction at a first build area in the game scene.
- a novel interaction method for implementing multiple game types on a mobile terminal does not increase the number of controls of the graphical user interface on the one hand, and can be implemented quickly in the attack mode on the other hand. Built to increase the fluency of the controls and greatly enhance the gaming experience.
- the content displayed by the graphical user interface at least partially includes a part or all of
- the game scene includes at least one first virtual object in the game scene.
- the content presented by the graphical user interface may include all of the game scene or a part of the game scene.
- the local content of the game scene is displayed on the graphical user interface of the mobile terminal during the game.
- the game scene can be square or other shapes (eg, round, etc.).
- the game scene can include ground, mountains, rocks, flowers, grass, trees, buildings, and the like.
- the game scene includes at least one first virtual object, which may be presented through a graphical user interface, and the presented content may include all of the virtual objects or portions of the virtual objects.
- the content presented by the graphical user interface may include all of the virtual objects; for example, in the first-person perspective game, the content presented by the graphical user interface may include portions or portions of the virtual object.
- the first virtual object may be a game virtual character that is manipulated by the mobile terminal.
- the graphical user interface includes a mini-map.
- the small map can be a thumbnail of the entire game scene, or it can be a partial thumbnail of the game scene. Different details can be displayed in the minimap for different types of games (eg, details that can be used to assist the player in determining their location in the game world, real-time location of teammates, real-time location of the enemy, current view of the game scene Information, etc.).
- the small map may be displayed in the upper left, upper right or other positions in the graphical user interface, and the exemplary embodiment is not limited.
- step S110 an attack control is provided in the graphical user interface, and when the first touch operation acting on the attack control is detected, the first virtual object is controlled to execute an attack command in the game scene.
- the attack control may be preset to be provided at any position of the graphical user interface, or may be provided at a specific location according to the touch operation of the user, and may automatically select an appropriate location according to the layout of the current graphical user interface. Provided at the place, this embodiment does not impose any special restrictions.
- the attack control is a touch control control with visual indication, such as a touch control control with a bounding box, or a touch control control filled with color, or a touch control with predetermined transparency.
- the control, or other manipulation control capable of visually indicating the scope of the attack control controls the virtual object to attack in the game scene according to the touch operation such as sliding, clicking, and the like received by the touch control control.
- the touch control control with visual indication enables the user to quickly locate the touch control control, which can reduce the difficulty of the game novice.
- the attack control is a touch manipulation control in the graphical user interface that does not have a visual indication. Touch control controls without visual indication will not cover or affect the game screen, provide better picture effects, and save screen space, suitable for the operation of game masters.
- controlling the first virtual object to execute the attack instruction in the game scenario may be, according to the received attack instruction, controlling the first virtual object to perform an attack action in the game scenario, regardless of whether the attack has a target
- the first virtual object may be controlled to attack the second virtual object in the game scene according to the received attack instruction, wherein the second virtual object in the attack target game scene may be a game virtual character controlled by other mobile terminals.
- the character and the first virtual object belong to different camps or the same camp.
- the second virtual object in the game scene may also be an attackable object in the game scene, such as a house, a vehicle, a fence, etc., wherein the type of the attackable object may be preset by the developer.
- step S120 a child control for constructing a control is provided in the graphical user interface, and when the second touch operation of the child control acting on the build control is detected, the construction is provided in the graphical user interface. And controlling the first virtual object to execute a build instruction at a first build area in the game scene.
- the sub-control of the construction control is provided in the graphical user interface, and the sub-control of the construction control is associated with the construction control, and the sub-control of the construction control may be a construction control
- One of the components may also be a separate control for providing a build control corresponding to the child control in the graphical user interface according to the touch operation trigger.
- the sub-control of the construction control can be preset in any position of the graphical user interface, or can be provided at a specific location according to the user's touch operation, and can also be automatically selected according to the layout of the current graphical user interface. There are no special restrictions on the case.
- a build instruction is executed at the first build area in the game scene.
- the second touch operation may be a touch operation, a click operation by a touch medium, or the like.
- the construction control may be pre-hidden in the graphical user interface, and the construction control is triggered to be displayed in the graphical user interface according to the second touch operation;
- the second touch operation triggers a build control corresponding to the child control that constructs the control in the graphical user interface.
- executing a construction instruction at the first construction area in the game scene wherein the first construction area in the game scene may be a certain specific area set in advance, or may be a specific one provided after satisfying the preset condition region.
- a build instruction is executed at a first build area in the game scene
- the build instruction may be a preview instruction: placing a particular model at the first build area, when a build trigger is detected In the event, the construction corresponding to the specific model is built at the first construction area, and the construction trigger event may be a preset condition, such as: exceeding a preset duration, exceeding a preset number, etc., or detecting a specific control Or the touch operation of the area.
- a construction instruction is executed at a first build area in the game scene: constructing a monument corresponding to a particular model directly at the first build area. That is, the construction preview step is not set, and when the second touch operation of the sub-control acting on the construction control is detected, the construction object or the construction control corresponding to a predetermined construction model is directly built at the first construction area. The corresponding construction of the control.
- step S120 the providing the construction control in the graphical user interface further includes the following steps:
- Step S1201 replacing the attack control with the build control in the graphical user interface.
- replacing the attack control with the build control can be: providing the attack control with control built functionality.
- the attack control may or may not have one or more control functions before being replaced by the build control.
- the attack control has the control construction corresponding to the build control.
- the function of the control can reproduce the resources corresponding to the control function of the original attack control, such as: auxiliary control area, joystick, icon, etc., and can also provide corresponding resources for the user to control.
- the invention is not limited thereto.
- replacing the attack control with the build control may also be: hiding or canceling the attack control in the graphical user interface and providing a build control at or near the location of the attack control.
- the attack control is replaced with the construction control, which further reduces the occupation rate of the graphical user interface, and can improve the smoothness of the manipulation, thereby improving the game experience of the player.
- the method further includes the following steps:
- Step S130 restoring the construction control to the attack control in the graphical user interface, and providing the child control of the build control.
- the build control After executing the build instruction at the first build area in the game scene, automatically or when a resume trigger event is detected, the build control is restored to the attack control in the graphical user interface and the build control is provided Child control.
- the recovery trigger event may be a preset condition, such as exceeding a preset duration, exceeding a preset number of times, or the like, or detecting a touch operation on a specific control or region.
- the child control that provides the build control can be provided at the original position of the child control of the build control in the graphical user interface, or the child control of the build control can be retained when the build control is restored to the attack control.
- restoring the build control to the attack control may be: restoring the attack control having the function of controlling the build to the function of controlling the attack, thereby no longer having the function of controlling the build, and the attack control is related
- the associated resources are restored to the original control of the attack, such as: auxiliary control area, joystick, icons, and so on.
- restoring the build control to the attack control may also be: hiding or canceling the build control in the graphical user interface and providing an attack control at or near the location of the build control.
- the attack state can be automatically switched back quickly, the user's manipulation steps are reduced, the fluency of the control is increased, and the user experience is improved.
- step S120 the controlling the first virtual object to execute a construction instruction at a first construction area in the game scene further includes the following steps:
- Step S1202 placing a model to be built at a first construction area in the game scene
- step S1203 when the construction confirmation triggering event is detected, the first virtual object is controlled to construct the building corresponding to the model to be built at the first construction area.
- the model to be built may be a specific model preset or a specific model determined according to a user's selection operation.
- the model to be built is placed at a first construction area in the game scene. It should be noted that, in the embodiment, the model to be built is placed at the first construction area, instead of constructing the model to be built at the first construction area, but previewing the display to be constructed at the first construction area.
- a model optionally, may send a corresponding feedback prompt to the user, for example, distinguishing the model to be built placed at the first construction area, such as blur display, highlighting, etc., and according to the user The operation adjusts the state of the built model, such as changing the size and orientation of the model.
- the monument corresponding to the model to be built is constructed at the first construction area in the game scene.
- the construction confirmation trigger event may be triggered by detecting a touch operation of a specific trigger control provided in the graphical interface of the user, or may be triggered according to a preset interaction condition, such as: user pressing, shaking, voice input, special gesture operation, etc. the way.
- the monument corresponding to the model to be built is constructed at a first construction area in the game scene. It should be noted that, when the construction confirmation trigger event is detected, that is, the user confirms the position and state of the current model, at this time, the model to be built previously placed at the first construction area is constructed as a corresponding building.
- information such as placement location, orientation, angle, material, type, etc. of the model to be constructed may be adjusted prior to detecting a build confirmation trigger event.
- the pre-build preview mode is set to increase the fault tolerance of the user during construction, thereby providing users with smoother controllability and effectively improving the user experience.
- the construction control comprises: at least two construction model selection controls; the child control of the construction control is a construction model selection control of at least one of the at least two construction model selection controls.
- At least two construction model selection controls respectively correspond to different construction models, such as horizontal plates, vertical walls, upward ladders, downward slopes, and the like.
- the model selection control is used to determine the model to be built by receiving a touch operation of the user.
- the child control of the construction control is one of at least two construction model selection controls, for example, the child control of the construction model is a construction model selection control corresponding to the upward ladder.
- the child control of the construction control is one of the construction model selection controls, it is specifically determined which construction model selection control is used as the child control of the construction control to be displayed in the graphic user interface, which can be set by the game developer in advance or according to the user's selection. determine.
- placing the model to be built at the first construction area in the game scene further includes the following steps:
- Step S12021 determining a construction model corresponding to the child control of the construction control as a model to be built
- step S12022 the model to be built is placed at the first construction area in the game scene.
- the construction model corresponding to the sub-control of the construction control in which the contact corresponding to the second touch operation is located is the model to be built, and the model to be built is placed at the first construction area in the game scene.
- the providing the construction control in the graphical user interface comprises providing all of the build model selection controls in the graphical user interface.
- the child control of the build control is part of the build control, and the build control is hidden or canceled in the graphical user interface when the first virtual object is in an attack state, and the build control is The child control is resident in the graphical user interface, when detecting the second touch operation of the child control acting on the build control, on the one hand, triggering construction at the first construction area in the game scene, and Triggering to provide all of the child controls contained in the build control in the graphical user interface, or to change the hidden build control to the display state.
- step S12021 after determining the construction model corresponding to the child control of the construction control as the model to be built, the method further includes the following steps:
- Step S12021_1 when detecting a third touch operation of one of the at least two built model selection controls other than the child control of the build control, changing the to-be-built according to the third touch operation model.
- the selected construction model selection control After determining the construction model corresponding to the child control of the construction control as the model to be built, when detecting the third touch of one of the at least two construction model selection controls acting on the child control other than the construction control During the control operation, the selected construction model selection control is determined according to the third touch operation, and the selected construction model selection control is used as the current model to be built, and the original construction is placed at the first construction area. The model is replaced with the current model to be built.
- the constructing the control further comprises: confirming the build control.
- controlling the first virtual object to construct the building corresponding to the model to be built at the first construction area includes the following steps:
- Step S12031 when detecting the confirmation operation acting on the confirmation construction control, constructing the construction corresponding to the model to be built at the first construction area in the game scene.
- the confirmation construction control may be preset to be provided at any position of the graphical user interface, or may be provided at a specific location according to the touch operation of the user, and may be automatically selected according to the layout of the current graphical user interface. Provided at a suitable location, this embodiment is not particularly limited.
- the confirmation operation may be a touch operation such as clicking, sliding, and re-pressing, and may be an independent touch operation, or a combined touch operation composed of a plurality of touch actions in sequential order.
- the monument corresponding to the model to be built is constructed at a first construction area in the game scene. It should be noted that, after the second touch confirmation operation is received, the user confirms the position and state of the current model. At this time, the model to be built previously placed at the first construction area is constructed as a corresponding building.
- the pre-build preview mode is set to increase the fault tolerance of the user during construction, and the reasonable control is provided to provide the user with smoother controllability and effectively improve the user experience.
- FIG. 2 is a schematic diagram of a graphical user interface in an exemplary embodiment of the present disclosure.
- the character in the game scene is the first virtual object, and the first virtual object holds the firearm, and the attack can be launched in the game scene.
- the lower right corner of the graphical user interface is an attack control (bullet icon), and the user controls the attack on the first virtual object by manipulating the attack control.
- the right side of the graphical user interface provides a child control for constructing the control (the upward ladder icon inside the box), and the child control of the construction control is one of the plurality of built model selection controls included in the construction control, when the user clicks
- a construction model of the upward ladder (the construction model corresponding to the child control of the construction control) is placed in front of the first virtual object (the first region in the game scene), and the upward ladder model is at Constructing a preview state, that is, the upward ladder model is differentially displayed (blurred) at the first construction area
- the construction control is provided in a graphical user interface, the construction control including all construction model selection controls (in the box) Icon) and confirmation control (down arrow icon).
- FIG. 3 is a schematic diagram of a graphical user interface in an exemplary embodiment of the present disclosure.
- the attack control is replaced by a build control (a skull icon and a model icon), and the user controls the construction of the first virtual object in the game scene by manipulation of the build control.
- the vertical wall is determined as the current model to be built, and the construction model of the upward ladder placed directly in front of the first virtual object is replaced with the construction model of the vertical wall.
- the vertical wall model Before the user touches the confirmation control, the vertical wall model is in a construction preview state, that is, the vertical wall model is differentially displayed (blurred) at the first construction area, and when the user clicks the upward ladder model selection control again, the upward ladder is again Determined to be the current model to be built, the construction model of the vertical wall placed directly in front of the first virtual object is again replaced with the construction model of the upward ladder.
- FIG. 4 is a schematic diagram of a graphical user interface in an exemplary embodiment of the present disclosure. As shown in FIG. 4, when the user clicks on the confirmation construction control (down arrow icon), the model model of the upward ladder is constructed as an upward ladder (materialized) at the first construction area.
- the attack mode can be implemented. Quick construction, increased handling fluency, and greatly improved gaming experience.
- controlling the first virtual object to execute a construction instruction at a first construction area in the game scene further includes the following steps:
- Step S1204 determining the first construction area according to a current position and a current orientation of the first virtual object in the game scene, and executing a construction instruction at the first construction area.
- the first virtual object may change the moving direction according to the manipulation instruction received by the mobile terminal in the game scene, thereby performing free movement, thereby causing the position of the first virtual object to change in the game scene.
- the first virtual object may also change the orientation in the game scene according to the user's touch operation in the game scene.
- a mobile controller is provided in the graphical user interface, and the first virtual object is configured to move in the game scenario according to a touch operation received by the mobile controller.
- the mobile controller may be, for example, a virtual joystick, a direction control virtual button, etc., which is not specifically limited in this exemplary embodiment.
- detecting a touch operation applied to the mobile controller and controlling, according to the movement of the touch point of the touch operation, the virtual object to move in the game scene.
- the mobile controller is a virtual joystick that controls the movement of the first virtual object in the game scene according to the touch operation received by the virtual joystick.
- the mobile controller is a virtual cross key/virtual direction key (D-PAD), and the first virtual object is controlled to move in the game scene according to the touch operation received by the virtual cross key.
- D-PAD virtual cross key/virtual direction key
- an orientation control area is provided in the graphical user interface, and the first virtual object is configured to be adjusted in the game scenario according to the touch operation received by the orientation control area. Orientation.
- detecting a touch operation acting on the orientation control area and adjusting a orientation of the virtual object in the game scene according to the movement of the touch point of the touch operation.
- the orientation control area may be a different manner such as a virtual rocker area, a direction control virtual button, and the like.
- the orientation control area is a virtual joystick area
- the virtual object is controlled to adjust the orientation in the game scene according to the touch operation received by the virtual joystick area.
- the orientation control area is a virtual cross key area/virtual direction key (D-PAD) area
- the virtual object is controlled to adjust the orientation in the game scene according to the touch operation received by the virtual cross key area.
- D-PAD virtual cross key area/virtual direction key
- Adjusting the orientation of the first virtual object in the game scene refers to changing the current orientation of the first virtual object in the game scene.
- the orientation of the first virtual object in the game scene is different from the moving direction, and the orientation and the moving direction of the first virtual object in the game scene are independent of each other and may be superimposed on each other.
- the orientation of the first virtual object A in the game scene is controlled to be north, and at the same time, the first control virtual object A moves at a preset speed V1 as a moving speed and a direction in which the west moves, thereby implementing the first virtual object A.
- the performance effect in the game scene is that the first virtual object A has the north as the current orientation, and the positional change occurs in the game scene with the preset speed V1 as the moving speed and the west as the moving direction.
- Detecting a touch operation acting on the orientation control area by providing an orientation control area in the graphical user interface, and adjusting the virtual object in the game scene according to the movement of the touch point of the touch operation The orientation.
- the user can be made to play without increasing the number of controls in the graphical user interface. Quickly treat and select the construction area to improve the fluency of the game.
- the space of the game scene is divided into a plurality of spliced geometry.
- the geometry may be a rectangular parallelepiped, a cube, a parallelepiped, a honeycomb body, etc. It can be understood that the geometric bodies can be spliced together to form a space for the entire game scene. It should be noted that the geometry into which the space of the game scene is divided is a logical area, for example, a spatial area in which the x, y, and z coordinates are in the range of 0 to 50.
- the geometry is a rectangular parallelepiped of the same length and width.
- the coordinate system XYZ is established in the space of the game scene, which is a horizontal direction XZ coordinate and a vertical upward coordinate Y, respectively.
- the length, width and height of the cuboid can be determined by the developer. Arbitrarily set according to the actual situation.
- the building constructed by the first virtual object and the original building in the game scene can be aligned and spliced; on the other hand, physical collision detection between the objects during construction in the game scene is avoided. , which can effectively reduce system overhead and improve the smooth running of the game.
- step S1204 determining the first construction area according to a current position and a current orientation of the first virtual object in the game scene, and executing a construction instruction at the first construction area, Further includes the following steps:
- Step S12041 Determine, according to a current location of the first virtual object, a first geometry in which the virtual object is located;
- Step S12042 determining, according to the current orientation of the first virtual object, a first surface or a section of a second geometry of the second geometry adjacent to the first geometry is the first construction area;
- Step S12043 executing a construction instruction at the first construction area in the game scene.
- the surface of each geometry and the internal section can be used as an optional area to be built, and at the same time, the original in the game scene.
- the components of the building are also pre-built according to the surface of the geometry and the internal section.
- the geometry of the first virtual object may be determined according to the current position of the first virtual object, and the geometry is determined to be the first Geometry.
- first geometry adjacent to the second geometry refers to: a surface shared by the first geometry and the second geometry, or A geometry has a common edge with the second geometry.
- the current orientation of the first virtual object is positive A surface or an internal section of the first geometry or the second geometry appearing in front as the first construction area.
- one of the first geometry or the second geometry or an internal section is determined as the first construction area according to the type of the construction model, for example, if the construction model is a vertical wall, the first geometry or the first One of the two geometries is used as the first construction area; if the construction model is an obliquely upward ladder, one of the first geometry or the second geometry is used as the first construction area.
- the game scenes are geometrically normalized, so that the constructed buildings and the original buildings in the game scene can be aligned and spliced to enhance the beauty of the screen; at the same time, the construction materials are prevented from being constructed during the game scene.
- Physical collision detection can effectively reduce system overhead and improve the smooth running of the game.
- step S12042 determining, according to the current orientation of the first virtual object, a cross section of the first geometry or a surface of the second geometry adjacent to the first geometry or the geometry is The first construction area further includes the following steps:
- Step S12042_1 determining whether a distance between the virtual object and a surface of the first geometry corresponding to the current orientation exceeds a first threshold
- Step S12042_2 if the distance is greater than or equal to the first threshold, determining that a surface of the first geometry or a section in the first geometry is the first construction area;
- Step S12042_3 if the distance is less than the first threshold, determining that one surface of the second geometry or a section of the second geometry is the first construction area.
- the first threshold may be set by the game developer according to the actual situation.
- the construction position of a suitable building is selected according to the distance, and collision between the objects and waste of materials are avoided.
- FIG. 5 is a schematic diagram of construction in a game scene in an exemplary embodiment of the present disclosure.
- the game scene is divided into a plurality of squares of the same length and width, and FIG. 5 shows a top view of the game scene.
- determining the cuboid 2 in which the game character 1 is located according to the current position of the game character 1 (first virtual object) is the first geometry; determining and current according to the current orientation of the game character 1 (setting the current orientation to the east)
- the surface facing the east direction of the corresponding cuboid 2 is the target surface, and it is determined whether the distance between the game character 1 and the target surface is greater than or equal to the first threshold.
- the region composed of the boundary line of the broken line 3 and the cuboid 2 is the threshold identification area.
- the game character 1 is outside the threshold recognition area, that is, the distance between the game character 1 and the target surface is greater than or equal to the first threshold, at this time, it is determined that one surface of the rectangular parallelepiped 2 or a section in the rectangular parallelepiped 2 is the first construction area;
- the cuboid 4 adjacent to the cuboid 2 (common target surface) is determined to be the second geometry according to the target surface.
- a surface of the cuboid 4 or a section in the cuboid 4 is determined to be the first construction area.
- the surface or internal section corresponding to the type of the construction model is automatically selected as the first construction area according to the type system of the construction model, for example, if the construction model is a vertical wall model, when the game character 1 is outside the threshold recognition area, That is, the distance between the game character 1 and the target surface is greater than or equal to the first threshold.
- the vertical surface of the east direction of the cuboid 2 is determined as the first construction area according to the current orientation of the game character 1, and the vertical wall is constructed at the first construction area.
- the east direction of the rectangular parallelepiped 4 adjacent to the cuboid 2 is determined according to the current orientation of the game character 1.
- the vertical surface is a first construction area at which a vertical wall is constructed.
- the construction model is a horizontal board model
- the cuboid is determined according to the current orientation of the game character 1.
- the bottom surface or the top surface of the second construction area is a first construction area, and a horizontal board is constructed at the first construction area; when the game character 1 is within the threshold recognition area, that is, the distance between the game character 1 and the target surface is less than the first threshold, At this time, the bottom surface or the top surface of the rectangular parallelepiped 4 adjacent to the rectangular parallelepiped 2 is determined to be the first construction area according to the current orientation of the game character 1, and the horizontal plate is constructed at the first construction area.
- the construction model is an oblique upward ladder model
- the construction model is an oblique upward ladder model
- the game character 1 when the game character 1 is outside the threshold recognition area, that is, the distance between the game character 1 and the target surface is greater than or equal to the first threshold, at this time, according to the current orientation of the game character 1
- the diagonal section in the cuboid 2 is a first construction area, and a diagonal upward ladder is constructed at the first construction area; when the game character 1 is within the threshold recognition area, the distance between the game character 1 and the target surface is smaller than the first Threshold, at this time, the diagonal section in the rectangular parallelepiped 4 adjacent to the cuboid 2 is determined to be the first construction area according to the current orientation of the game character 1, and the oblique upward ladder is constructed at the first construction area.
- the game scenes are geometrically normalized, so that the constructed buildings and the original buildings in the game scene can be aligned and spliced to enhance the beauty of the screen; at the same time, the construction materials are prevented from being constructed during the game scene.
- Physical collision detection can effectively reduce system overhead and improve the smooth running of the game; in addition, select the appropriate construction position of the building according to the distance, avoid collision between the objects and waste of materials.
- FIG. 6 is a composition diagram of one of the information processing apparatuses according to an embodiment of the present disclosure. As shown in FIG. 6, the device includes:
- the attack module is configured to provide an attack control in the graphical user interface, and when detecting the first touch operation acting on the attack control, controlling the first virtual object to execute an attack command in the game scenario;
- a building module configured to provide a child control for constructing a control in the graphical user interface, wherein when the second touch operation of the child control acting on the build control is detected, the providing is provided in the graphical user interface Constructing a control and controlling the first virtual object to execute a build instruction at a first build area in the game scene.
- a novel interaction mode that implements multiple game types on a mobile terminal is proposed.
- the number of controls of the graphical user interface is not increased, and on the other hand, rapid construction can be achieved in an attack mode. Increase the smoothness of the control and greatly enhance the gaming experience.
- the information processing apparatus further includes other unit modules corresponding to the information processing method, so Narration.
- modules or units of equipment for action execution are mentioned in the detailed description above, such division is not mandatory. Indeed, in accordance with embodiments of the present disclosure, the features and functions of two or more modules or units described above may be embodied in one module or unit. Conversely, the features and functions of one of the modules or units described above may be further divided into multiple modules or units.
- FIG. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
- the electronic device 910 of this embodiment includes a memory 911 and a processor 912.
- the memory 911 and the processor 912 can be connected by a bus.
- the graphical user interface is obtained by executing a software application on the processor of the terminal and rendering on the display device of the terminal.
- a memory 911 configured to store executable instructions of the processor
- processor is configured to implement the following steps by executing the executable instruction:
- the first virtual object executes a build instruction at a first build area in the game scene.
- the providing the construction control in the graphical user interface comprises:
- attack control is replaced with the build control in the graphical user interface.
- the method further includes:
- the build control is restored to the attack control in the graphical user interface and the child controls of the build control are provided.
- controlling the first virtual object to execute the construction instruction at the first construction area in the game scenario comprises:
- the first virtual object is controlled to construct the monument corresponding to the model to be built at the first construction area.
- the construction control comprises: at least two construction model selection controls; the child control of the construction control is one of at least two construction model selection controls.
- the placing the model to be built at the first construction area in the game scene comprises:
- the model to be built is placed at a first construction area in the game scene.
- the providing the construction control in the graphical user interface comprises: providing, in the graphical user interface, all construction model selection controls included in the construction control;
- the method further includes:
- the to-be-constructed is changed according to the third touch operation model.
- the building control further includes: confirming the construction control, and when detecting the construction confirmation triggering event, controlling the first virtual object to construct the construction corresponding to the model to be built at the first construction area, including :
- the first virtual object is controlled to construct the monument corresponding to the model to be built at the first construction area.
- controlling the first virtual object to execute the construction instruction at the first construction area in the game scenario comprises:
- the first build area is determined based on a current location and a current orientation of the first virtual object in the game scene, and a build instruction is executed at the first build area.
- the space of the game scene is divided into a plurality of mutually spliced geometries, and the first construction area is determined according to a current position and a current orientation of the first virtual object in the game scene, Execution instructions are executed at the first construction area, including:
- Determining, according to a current orientation of the first virtual object, a first surface or a section of a second geometry of the second geometry adjacent to the first geometry is the first construction area
- a build instruction is executed at the first build area in the game scene.
- determining, according to the current orientation of the virtual object, a surface of the first geometry or a second geometry adjacent to the first geometry or a section in the geometry is the first construction area, including:
- determining a surface of the second geometry or a section within the second geometry is the first construction area.
- the geometry is a rectangular parallelepiped of the same length and width.
- a novel interaction mode that implements multiple game types on a mobile terminal is proposed.
- the number of controls of the graphical user interface is not increased, and on the other hand, rapid construction can be achieved in an attack mode. Increase the smoothness of the control and greatly enhance the gaming experience.
- the electronic device may further comprise one or more processors, and memory resources represented by the memory, arranged to store instructions executable by the processing component, such as an application.
- An application stored in the memory may include one or more modules each corresponding to a set of instructions.
- the processing component is configured to execute instructions to perform the information processing method described above.
- the electronic device can also include: a power component configured to perform power management of the executing electronic device; a wired or wireless network interface configured to connect the electronic device to the network; and an input/output (I/O) interface.
- the electronic device can operate based on an operating system stored in the memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD or the like.
- FIG. 8 is a schematic structural diagram of one of the storage media according to an embodiment of the present disclosure. As shown in FIG. 8, a program product 1100 according to an embodiment of the present invention is described, on which is stored a computer program that, when executed by a processor, implements the following steps:
- the first virtual object executes a build instruction at a first build area in the game scene.
- the providing the construction control in the graphical user interface comprises:
- attack control is replaced with the build control in the graphical user interface.
- the method further includes:
- the build control is restored to the attack control in the graphical user interface and the child controls of the build control are provided.
- controlling the first virtual object to execute the construction instruction at the first construction area in the game scenario comprises:
- the first virtual object is controlled to construct the monument corresponding to the model to be built at the first construction area.
- the construction control comprises: at least two construction model selection controls; the child control of the construction control is one of at least two construction model selection controls.
- the placing the model to be built at the first construction area in the game scene comprises:
- the model to be built is placed at a first construction area in the game scene.
- the providing the construction control in the graphical user interface comprises: providing, in the graphical user interface, all construction model selection controls included in the construction control;
- the method further includes:
- the to-be-constructed is changed according to the third touch operation model.
- the building control further includes: confirming the construction control, and when detecting the construction confirmation triggering event, controlling the first virtual object to construct the construction corresponding to the model to be built at the first construction area, including :
- the first virtual object is controlled to construct the monument corresponding to the model to be built at the first construction area.
- controlling the first virtual object to execute the construction instruction at the first construction area in the game scenario comprises:
- the first build area is determined based on a current location and a current orientation of the first virtual object in the game scene, and a build instruction is executed at the first build area.
- the space of the game scene is divided into a plurality of mutually spliced geometries, and the first construction area is determined according to a current position and a current orientation of the first virtual object in the game scene, Execution instructions are executed at the first construction area, including:
- Determining, according to a current orientation of the first virtual object, a first surface or a section of a second geometry of the second geometry adjacent to the first geometry is the first construction area
- a build instruction is executed at the first build area in the game scene.
- determining, according to the current orientation of the virtual object, a surface of the first geometry or a second geometry adjacent to the first geometry or a section in the geometry is the first construction area, including:
- determining a surface of the second geometry or a section within the second geometry is the first construction area.
- the geometry is a rectangular parallelepiped of the same length and width.
- a novel interaction mode that implements multiple game types on a mobile terminal is proposed.
- the number of controls of the graphical user interface is not increased, and on the other hand, rapid construction can be achieved in an attack mode. Increase the smoothness of the control and greatly enhance the gaming experience.
- the computer readable storage medium can include a data signal that is propagated in the baseband or as part of a carrier, carrying readable program code. Such propagated data signals can take a variety of forms including, but not limited to, electromagnetic signals, optical signals, or any suitable combination of the foregoing.
- a computer readable storage medium can transmit, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
- Program code embodied in a computer readable storage medium may be transmitted using any suitable medium, including but not limited to wireless, wireline, optical cable, radio frequency, etc., or any suitable combination of the foregoing.
- the technical solution according to the embodiment of the present invention may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network.
- a non-volatile storage medium which may be a CD-ROM, a USB flash drive, a mobile hard disk, etc.
- a number of instructions are included to cause a computing device (which may be a personal computer, server, electronic device, or network device, etc.) to perform a method in accordance with an embodiment of the present invention.
- the interaction mode of implementing multiple game types on the mobile terminal proposed in the embodiment of the present disclosure does not increase the burden of the control of the graphical user interface on the one hand, and can realize rapid construction and increase control in the attack mode on the other hand. Fluency and greatly enhance the gaming experience.
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Abstract
一种信息处理方法,该方法包括:在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令(S110);在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令(S120)。通过本方法的实施例中提出的一种新型的在移动终端上实现多种玩法类型相结合的交互方式,一方面不增加图形用户界面的控件数量负担,另一方面可以在攻击模式下实现快速建造,增加操控的流畅性,并大大提高游戏体验的目的。
Description
本公开涉及游戏技术领域,尤其涉及一种信息处理方法及装置、存储介质、电子设备。
在互联网的浪潮下,硬件和软件技术的不断发展和演进,促进了智能设备和软件的出现。与此同时,涌现出大量的、不同题材的手游,以满足用户的需求。
在移动终端运行的手游应用目前存在多种不同的题材与玩法类型,将多种不同的玩法相结合从而提高手游的可玩性是目前本领域的发展方向。例如:将射击类型游戏与建造类型游戏相结合、将策略类型游戏与跑酷类型游戏相结合等等,然而,针对于运行手游的移动终端来说,受制于硬件条件,如较小的终端显示器,将多种玩法类型的交互控件在显示器所展示的图形用户界面中同时呈现时,由于控件过多,使得图形用户界面杂乱不堪,且可能会对用户的操控的精准性带来较大的影响;如果在图形用户界面中设置较少的控件,则可能无法实现对多种玩法类型的有效操控,降低用户体验。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
本公开的目的在于提供一种信息处理方法及装置、存储介质、电子设备,进而至少在一定程度上克服由于相关技术的限制和缺陷而导致的一个或者多个问题。
根据本公开的一个方面,提供一种信息处理方法,所述方法包括:
在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件 的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;
在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
根据本公开的另一个方面,提供一种信息处理装置,所述装置包括:
攻击模块,设置为在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;
建造模块,设置为在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
根据本公开的另一个方面,提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现以上任意一项所述的信息处理方法。
根据本公开的另一个方面,提供一种电子设备,包括:
处理器;以及
存储器,设置为存储所述处理器的可执行指令;
其中,所述处理器配置为经由执行所述可执行指令来执行权利要求以上任意一项所述的信息处理方法。
本公开一种示例性实施例提供的一种信息处理方法中,在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。通过本公开其中一实施例提出一种新型的在移动终端上实现多种玩法类 型相结合的交互方式,一方面不增加图形用户界面的控件数量负担,另一方面可以在攻击模式下实现快速建造,增加操控的流畅性,并大大提高游戏体验。
通过参照附图来详细描述其示例性实施例,本公开的上述和其它特征及优点将变得更加明显。显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。在附图中:
图1是根据本发明实施例的一种信息处理方法的流程图;
图2为本公开一示例性实施例中图形用户界面示意图;
图3为本公开一示例性实施例中图形用户界面示意图;
图4为本公开一示例性实施例中图形用户界面示意图;
图5是本公开一示例性实施例中的在游戏场景中进行建造的示意图;
图6为本公开实施例的其中一种信息处理装置的组成图;
图7为本公开实施例的其中一种电子设备的结构示意图;
图8为本公开实施例的其中一种存储介质的结构示意图。
需要说明的是,在不冲突的情况下,本申请中的实施例及实施例中的特征可以相互组合。下面将参考附图并结合实施例来详细说明本发明。
为了使本技术领域的人员更好地理解本发明方案,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分的实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本发明保护的范围。
需要说明的是,本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便 这里描述的本发明的实施例。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
还需要说明的是,本说明书中所公开的各种触发事件可以预先设置,不同的触发事件可以触发执行不同的功能。
本公开实施例提供了一种信息处理方法,该方法的执行主体可以是手机、PDA、平板电脑、掌上游戏终端、电子设备等任意移动终端设备。图1是根据本发明实施例的一种信息处理方法的流程图。如图1所示,在本实施例中该方法包括步骤如下:
步骤S110,在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;
步骤S120,在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
通过本公开其中一实施例提出的一种新型的在移动终端上实现多种玩法类型相结合的交互方式,一方面不增加图形用户界面的控件数量负担,另一方面可以在攻击模式下实现快速建造,增加操控的流畅性,并大大提高游戏体验。
下面,将对本示例性实施例中信息处理方法的各步骤作进一步地说明。
在本示例性实施例中,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,图形用户界面所显示的内容至少部分地包含一局部或全部的游戏场景,游戏场景中包括至少一第一虚拟对象。
图形用户界面所呈现的内容可以包含游戏场景的全部,也可以是游戏场景的局部。例如,当游戏场景比较大,在游戏的过程中移动终端的图形 用户界面上显示游戏场景的局部内容。游戏场景可以是方形,也可以是其它形状(比如,圆形等)。游戏场景中可以包含地面、山、石、花、草、树、建筑等。
游戏场景中包括至少一第一虚拟对象,可以通过图形用户界面所呈现,所呈现的内容可以包含虚拟对象的全部,也可以是虚拟对象的局部。比如,在第三人称视角游戏中,图形用户界面所呈现的内容可以包含虚拟对象的全部;又比如,在第一人称视角游戏中,图形用户界面所呈现的内容可以包含虚拟对象的部分或局部。第一虚拟对象可以为通过移动终端进行操控的游戏虚拟角色。
在一个可选的实施例中,图形用户界面中包含一小地图(mini-map)。小地图可以是整个游戏场景的缩略图,也可以是游戏场景局部的缩略图。对于不同类型的游戏可以在小地图中显示不同的细节(例如,可以用于辅助玩家确定他们在游戏世界中位置的地图的细节、队友的实时位置、敌军的实时位置,当前的游戏场景视野信息等)。小地图可以显示在图形用户界面中左上方、右上方或者其它位置,本示例性实施例不作限制。
在步骤S110中,在图形用户界面中提供一攻击控件,检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令。
在可选的实施方式中,攻击控件可以预先设置提供在图形用户界面的任意位置,也可以根据用户的触控操作在特定位置处提供,还可以根据当前图形用户界面的布局自动选择合适的位置处提供,本实施例不做特殊限制。
在可选的实施方式中,攻击控件是一具有视觉指示的触摸操控控件,比如,具有边界框的一触摸操控控件,或者填充有颜色的一触摸操控控件,或者,具有预定透明度的一触摸操控控件,或者其它能够在视觉上指示攻击控件范围的操控控件,根据该触摸操控控件接收到的滑动、点击等触控操作控制虚拟对象在游戏场景中进行攻击。具有视觉指示的触摸操控控件能够让用户快速定位到该触摸操控控件,能够降低游戏新手的操作难度。
在可选的实施方式中,攻击控件是图形用户界面中一不具有视觉指 示的触摸操控控件。不具有视觉指示的触摸操控控件不会遮盖或影响游戏画面,提供更好的画面效果,并能够节省屏幕空间,适用于游戏高手的操作。
在可选的实施方式中,控制第一虚拟对象在游戏场景中执行攻击指令,可以是根据接收到的攻击指令控制第一虚拟对象在游戏场景中执行攻击动作,而不考虑该攻击是否存在目标;还可以是根据接收到的攻击指令控制第一虚拟对象在游戏场景中向第二虚拟对象发起攻击,其中,攻击对象游戏场景中的第二虚拟对象可以是通过其他移动终端控制的游戏虚拟角色,该角色与第一虚拟对象分属于不同阵营或相同阵营。游戏场景中的第二虚拟对象还可以是游戏场景中的某一可攻击物体,如:房屋、载具、栅栏等,其中可攻击物体的种类可以由开发者预先设置。
在步骤S120中,在所述图形用户界面中提供一建造控件的子控件,检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
在可选的实施方式中,所述在所述图形用户界面中提供一建造控件的子控件,该建造控件的子控件与建造控件之间存在关联关系,该建造控件的子控件可以是建造控件的组成部分之一,也可以是独立的控件,用于根据触控操作触发在图形用户界面中提供与该子控件对应的建造控件。该建造控件的子控件可以预先设置在图形用户界面的任意位置,也可以根据用户的触控操作在特定位置处提供,还可以根据当前图形用户界面的布局自动选择合适的位置处提供,本实施例不做特殊限制。
在可选的实施方式中,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。其中,该第二触控操作可以是触摸操作,或者,通过触控介质进行的点击操作等等。在所述图形用户界面中提供所述建造控件,该建造控件可以预先隐藏在图形用户界面之中,根据该第二触控操作触发该建造控件在图形用户界面中进行显示;也可以根据该第二触控操作触发在图形用户界面中提供与建造控件的子控件对应的建造控件。并在所述游戏场景中的第一 建造区域处执行建造指令,其中,游戏场景中的第一建造区域可以是预先设置的某一特定区域,也可以是满足预设条件后提供的某一特定区域。
在可选的实施方式中,在所述游戏场景中的第一建造区域处执行建造指令,该建造指令可以是预览指令:将某一特定模型放置在第一建造区域处,当检测到建造触发事件时,在第一建造区域处建造该特定模型对应的建造物,该建造触发事件可以是满足预设条件,如:超过预设时长、超过预设次数等,也可以是检测到对特定控件或区域的触控操作。
在可选的实施方式中,在所述游戏场景中的第一建造区域处执行建造指令:在第一建造区域处直接建造某一特定模型对应的建造物。即不设置建造预览步骤,当检测到作用于该建造控件的子控件的第二触控操作时,直接在第一建造区域处建造某一预设的建造模型对应的建造物或是建造控件子控件对应的建造物。
在可选的实施方式中,步骤S120中,所述在所述图形用户界面中提供所述建造控件,还包括以下步骤:
步骤S1201,在所述图形用户界面中将所述攻击控件替换为所述建造控件。
在可选的实施方式中,将攻击控件替换为建造控件可以是:使攻击控件具备控制建造的功能。其中,攻击控件在被替换为建造控件之前,可以具备也可以不具备自带的一个或多个控制功能,当攻击控件在被替换为建造控件之后,攻击控件则具备了建造控件对应的控制建造的功能,该控制建造的功能可以复用原先攻击控件自带控制功能对应的资源,例如:辅助控制区域、摇杆、图标等等,也可以另行提供相应的资源供用户操控。本发明不以此为限制。
在可选的实施方式中,将攻击控件替换为建造控件还可以是:在图形用户界面中隐藏或取消该攻击控件,并在该攻击控件的位置或附近提供一建造控件。
通过上述实施方式,在图形用户界面中,将攻击控件替换为建造控件,进一步降低了图形用户界面的占用率,且可提高操控的流畅性,进而提升玩家的游戏体验感。
在可选的实施方式中,所述方法还包括以下步骤:
步骤S130,在所述图形用户界面中将所述建造控件恢复为所述攻击控件,并提供所述建造控件的子控件。
在所述游戏场景中的第一建造区域处执行建造指令之后,自动或者当检测到恢复触发事件时,在所述图形用户界面中将该建造控件恢复为该攻击控件,并提供该建造控件的子控件。其中,该恢复触发事件可以是满足预设条件,如:超过预设时长、超过预设次数等,也可以是检测到对特定控件或区域的触控操作。提供该建造控件的子控件,可以在图形用户界面中该建造控件的子控件的原位置处提供,也可以在将建造控件恢复为攻击控件时,保留该建造控件的子控件。
在可选的实施方式中,将建造控件恢复为攻击控件可以是:使具备了控制建造的功能的攻击控件恢复为控制攻击的功能,从而不再具备控制建造的功能,并且,该攻击控件相关联的资源恢复为原先控制攻击的功能,例如:辅助控制区域、摇杆、图标等等。
在可选的实施方式中,将建造控件恢复为攻击控件还可以是:在图形用户界面中隐藏或取消该建造控件,并在该建造控件的位置或附近提供一攻击控件。
通过上述实施方式,当执行完毕建造指令后,可以自动快速切换回攻击状态,减少了用户的操控步骤,增加操控的流畅性,提升用户体验。
在可选的实施方式中,步骤S120中,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令,还包括以下步骤:
步骤S1202,将待建造模型放置在所述游戏场景中的第一建造区域处;
步骤S1203,检测到建造确认触发事件时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物。
其中,待建造模型可以是预设的一特定模型,或者根据用户的选择操作确定的一特定模型。
其中,将所述待建造模型放置在所述游戏场景中的第一建造区域处。需要说明的是,本实施方式中将所述待建造模型放置在第一建造区域处,并非是在第一建造区域处建造该待建造模型,而是在第一建造区域处预览显示该待建造模型,可选地,可以向用户发出相应的反馈提示,例如:将 放置在第一建造区域处的该待建造模型做出区别化处理,如虚化显示、高亮显示等,并可根据用户的操作对待建造模型的状态进行调整,如改变模型的大小、朝向等处理。
其中,检测到建造确认触发事件时,在所述游戏场景中的第一建造区域处建造所述待建造模型对应的建造物。建造确认触发事件可以通过检测用户图形界面中所提供的特定触发控件的触控操作进行触发,也可以根据预先设置的交互条件进行触发,例如:用户的按压、摇晃、声音输入、特殊手势操作等方式。
其中,在所述游戏场景中的第一建造区域处建造所述待建造模型对应的建造物。需要说明的是,待检测到建造确认触发事件时,即用户确认当前模型的位置与状态,此时,将之前放置在第一建造区域处的待建造模型建造成对应的建造物。
在可选的实施方式中,在检测到建造确认触发事件前,可以对待建造模型的放置位置、朝向、角度、材料、类型等信息进行调整。
通过上述实施方式,设置建造前的预览模式,增加用户建造时的容错性,为用户提供更为流畅的操控性,有效提升用户体验。
在可选的实施方式中,所述建造控件包括:至少两个建造模型选择控件;所述建造控件的子控件为至少两个建造模型选择控件中的一个建造模型选择控件。
其中,至少两个建造模型选择控件分别对应不同的建造模型,例如:水平板、垂直墙、向上云梯、向下斜坡等。建造模型选择控件用于通过接收用户的触控操作来确定待建造模型。建造控件的子控件为至少两个建造模型选择控件之一,例如:建造模型的子控件为向上云梯对应的建造模型选择控件。
需要说明的是,建造控件的子控件为建造模型选择控件之一时,具体确定哪个建造模型选择控件作为建造控件的子控件以显示在图形用户界面中可以由游戏开发者提前设置或根据用户的选择确定。
在可选的实施方式中,步骤S1202中,将待建造模型放置在所述游戏场景中的第一建造区域处,还包括以下步骤:
步骤S12021,将所述建造控件的子控件对应的建造模型确定为待建 造模型;
步骤S12022,将待建造模型放置在所述游戏场景中的第一建造区域处。
根据第二触控操作对应的触点所在的建造控件的子控件对应的建造模型即为待建造模型,将该待建造模型放置在所述游戏场景中的第一建造区域处。
在可选的实施方式中,所述在所述图形用户界面中提供所述建造控件,包括:在所述图形用户界面中提供全部的建造模型选择控件。
在可选的实施方式中,建造控件的子控件为建造控件的一部分,建造控件在第一虚拟对象处于攻击状态下时在图形用户界面中处于隐藏状态或者取消该建造控件,而该建造控件的子控件常驻图形用户界面中,当检测到作用于该建造控件的子控件的第二触控操作时,一方面,触发在所述游戏场景中的第一建造区域处进行建造,另一方面,触发在所述图形用户界面中提供建造控件所包含的所有子控件,或将处于隐藏状态的建造控件变更为显示状态。
在可选的实施方式中,步骤S12021,将所述建造控件的子控件对应的建造模型确定为待建造模型之后,还包括以下步骤:
步骤S12021_1,检测到作用于除所述建造控件的子控件之外的所述至少两个建造模型选择控件之一的第三触控操作时,根据所述第三触控操作变更所述待建造模型。
将所述建造控件的子控件对应的建造模型确定为待建造模型之后,当检测到作用于除所述建造控件的子控件之外的所述至少两个建造模型选择控件之一的第三触控操作时,根据该第三触控操作确定所选择的建造模型选择控件,将所选择的建造模型选择控件对应建造模型作为当前的待建造模型,并在第一建造区域处将原先放置的建造模型替换为当前的待建造模型。
在可选的实施方式中,所述建造控件还包括:确认建造控件。
在可选的实施方式中,步骤S1203,检测到建造确认触发事件时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物,包括以下步骤:
步骤S12031,检测到作用于所述确认建造控件的确认操作时,在所述游戏场景中的第一建造区域处建造所述待建造模型对应的建造物。
在可选的实施方式中,该确认建造控件,可以预先设置提供在图形用户界面的任意位置,也可以根据用户的触控操作在特定位置处提供,还可以根据当前图形用户界面的布局自动选择合适的位置处提供,本实施例不做特殊限制。
其中,检测到作用于所述确认建造控件的确认操作时,在所述游戏场景中的第一建造区域处建造所述待建造模型对应的建造物。可以理解,确认操作可以是点击、滑动、重按等各种触控操作,可以是一个独立的触控操作,也可以是由多个触控动作按照先后顺序组成的组合触控操作。
其中,在所述游戏场景中的第一建造区域处建造所述待建造模型对应的建造物。需要说明的是,待接收到第二触控确认操作后,即用户确认当前模型的位置与状态,此时,将之前放置在第一建造区域处的待建造模型建造成对应的建造物。
通过上述实施方式,设置建造前的预览模式,增加用户建造时的容错性,同时设置合理的控件为用户提供更为流畅的操控性,有效提升用户体验。
在可选的实施方式中,图2是本公开一示例性实施例中的图形用户界面示意图。如图2所示:游戏场景中的角色即第一虚拟对象,此时该第一虚拟对象手持枪械,可在游戏场景内发起攻击。如图2中图形用户界面中的右下角为攻击控件(子弹图标),用户通过对该攻击控件的操控实现对第一虚拟对象的攻击控制。同时,图形用户界面中的右侧提供一建造控件的子控件(方框内的向上云梯图标),该建造控件的子控件为建造控件所包含的多个建造模型选择控件之一,当用户点击该子控件时,一方面,会在第一虚拟对象的正前方(游戏场景中的第一区域)放置一个向上云梯的建造模型(建造控件的子控件对应的建造模型),该向上云梯模型处于建造预览状态,即该向上云梯模型区别显示(虚化)于第一建造区域处;另一方面,在图形用户界面中提供该建造控件,该建造控件包括全部的建造模型选择控件(方框内的图标)和确认控件(向下箭头的图标)。
图3是本公开一示例性实施例中的图形用户界面示意图。如图3所示,在图形用户界面中,攻击控件被建造控件(镐头图标与模型图标)所替代,用户通过对该建造控件的操控控制第一虚拟对象在游戏场景中进行建造的控制。例如,当用户点击垂直墙模型选择控件时,将垂直墙确定为当前待建造模型,将放置在第一虚拟对象的正前方的向上云梯的建造模型替换为垂直墙的建造模型。在用户触摸确认控件之前,该垂直墙模型处于建造预览状态,即该垂直墙模型区别显示(虚化)于第一建造区域处,当用户再次点击向上云梯模型选择控件时,则再次将向上云梯确定为当前待建造模型,将放置在第一虚拟对象的正前方的垂直墙的建造模型再次替换为向上云梯的建造模型。
图4是本公开一示例性实施例中的图形用户界面示意图。如图4所示,用户点击确认建造控件(向下箭头图标)时,在该第一建造区域处将该向上云梯的模型模型建造为向上云梯(实体化)。
通过本示例性实施例中的提出的一种新型的在移动终端上实现多种玩法类型相结合的交互方式,一方面不增加图形用户界面的控件数量负担,另一方面可以在攻击模式下实现快速建造,增加操控的流畅性,并大大提高游戏体验。
在可选的实施方式中,在步骤S120中,控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令,进一步包括以下步骤:
步骤S1204,根据所述第一虚拟对象在所述游戏场景中的当前位置和当前朝向确定所述第一建造区域,在所述第一建造区域处执行建造指令。
其中,所述第一虚拟对象在游戏场景中可以根据移动终端所接收到的操控指令改变移动方向,从而进行自由的移动,故引起第一虚拟对象在游戏场景中位置发生改变。第一虚拟对象在游戏场景中还可以根据用户的触控操作改变在游戏场景中的朝向。
在可选的实施方式中,在所述图形用户界面中提供一移动控制器,将所述第一虚拟对象配置为根据所述移动控制器接收到的触控操作在所述游戏场景中进行移动。所述移动控制器可以是诸如虚拟摇杆、方向控制虚拟按键等,本示例性实施例对此不作特殊限定。
可选地,检测作用于所述移动控制器的触控操作,根据该触控操作的触控点的移动控制所述虚拟对象在所述游戏场景中移动。
在可选的实施方式中,移动控制器是一虚拟摇杆,根据虚拟摇杆接收到的触控操作控制第一虚拟对象在游戏场景中进行移动。
在可选的实施方式中,移动控制器是一虚拟十字键/虚拟方向键(D-PAD),根据虚拟十字键接收到的触控操作控制第一虚拟对象在游戏场景中进行移动。
在可选的实施方式中,在所述图形用户界面中提供一朝向控制区域,将所述第一虚拟对象配置为根据所述朝向控制区域接收到的触控操作调整在所述游戏场景中的朝向。
可选地,检测作用于所述朝向控制区域的触控操作,根据该触控操作的触控点的移动调整所述虚拟对象在所述游戏场景中的朝向。
在可选的实施方式中,朝向控制区域可以是诸如虚拟摇杆区域、方向控制虚拟按键等不同的方式。
在可选的实施方式中,朝向控制区域是一虚拟摇杆区域,根据虚拟摇杆区域接收到的触控操作控制虚拟对象在游戏场景中调整朝向。
在可选的实施方式中,朝向控制区域是一虚拟十字键区域/虚拟方向键(D-PAD)区域,根据虚拟十字键区域接收到的触控操作控制虚拟对象在游戏场景中调整朝向。
调整第一虚拟对象在游戏场景中的朝向是指调第一整虚拟对象在游戏场景中的当前面向发生改变。需要说明的是,第一虚拟对象在游戏场景中的朝向与移动方向是不同的概念,第一虚拟对象在游戏场景中的朝向和移动方向彼此独立且可以相互叠加。例如:控制第一虚拟对象A在游戏场景中的朝向为北方,同时,第一控制虚拟对象A以预设速度V1为移动速度、以西方为移动方向进行移动,从而实现该第一虚拟对象A在游戏场景中的表现效果为:第一虚拟对象A以北方为当前朝向,同时以预设速度V1为移动速度、以西方为移动方向在游戏场景中发生位置的改变。
通过在所述图形用户界面中提供一朝向控制区域,检测作用于所述朝向控制区域的触控操作,根据所述触控操作的触控点的移动调整所述 虚拟对象在所述游戏场景中的朝向。
通过上述实施方式,通过控制第一虚拟对象在游戏场景中的当前位置与当前朝向,从而调整第一建造区域的位置,在不增加图形用户界面中的控件数量的前提下,可以使用户在游戏内快速对待建造区域进行选择与修正,从而提升游戏的操控流畅感。
在可选的实施方式中,游戏场景的空间被划分为多个相互拼接的几何体。其中,几何体可以是长方体、立方体、平行六面体、蜂巢体等,可以理解,几何体之间可以相互拼接,从而形成整个游戏场景的空间。需要说明的是,游戏场景的空间被划分成的几何体是逻辑上的一块区域,例如:x,y,z坐标均在0~50范围内的一片空间区域。
可选地,所述几何体为长宽相同的长方体。在游戏场景的空间建立坐标系XYZ,分别为水平方向XZ坐标,垂直向上坐标Y。空间划分的方式就将空间划分为无限个水平X=5米,Z=5米,垂直向上方向Y=3.5米间距的长方体,需要说明的是,长方体的长宽高分度值可以由开发者根据实际情况任意设置。
通过上述实施方式,一方面,使得第一虚拟对象建造出的建造物和游戏场景中原有建筑能够对齐拼接;另一方面,避免了在游戏场景中进行建造时对建造物之间进行物理碰撞检测,从而可以有效降低系统开销,提升游戏运行的流畅性。
以下以将空间划分为多个长宽相同的相互拼接的长方体为例进行描述,需要说明的是,将空间划分为任何形状的可相互拼接的多个几何体都包含在本公开的保护范围之内。
在可选的实施方式中,步骤S1204,根据所述第一虚拟对象在所述游戏场景中的当前位置和当前朝向确定所述第一建造区域,在所述第一建造区域处执行建造指令,进一步包括以下步骤:
步骤S12041,根据所述第一虚拟对象的当前位置确定所述虚拟对象所处的第一几何体;
步骤S12042,根据所述第一虚拟对象的当前朝向确定所述第一几何体或与第一几何体相邻的第二几何体的一个表面或几何体内的一个截面为所述第一建造区域;
步骤S12043,在所述游戏场景中的所述第一建造区域处执行建造指令。
需要说明的是,在划分为多个长宽相同的相互拼接的几何体的游戏场景空间中,每个几何体的表面以及内部的截面都可以作为可选地待建造区域,同时,游戏场景中的原有建筑的部件也根据几何体的表面以及内部的截面进行预先搭建。
可选地,由于游戏场景的空间划分为多个长宽相同的相互拼接的几何体,因此可以根据第一虚拟对象的当前位置确定出第一虚拟对象所处的几何体,并确定该几何体为第一几何体。
以第一几何体为中心,确定与第一几何体相邻的多个第二几何体,其中,第一几何体与第二几何体相邻指的是:第一几何体与第二几何体存在共用的表面,或者第一几何体与第二几何体存在共用的边。
根据第一虚拟对象的当前朝向在第一几何体或第二几何体中选择其中的一个表面或一个内部截面作为第一建造区域,在可选的实施方式中,将第一虚拟对象的当前朝向的正前方出现的第一几何体或第二几何体中的一个表面或一个内部截面作为第一建造区域。在可选的实施方式中,根据建造模型的类型确定第一几何体或第二几何体中的一个表面或一个内部截面作为第一建造区域,例如:如果建造模型为垂直墙,将第一几何体或第二几何体中的一个垂直表面作为第一建造区域;如果建造模型为斜向上的云梯,将第一几何体或第二几何体中的一个倾斜截面作为第一建造区域。
通过上述实施方式,将游戏场景归一几何化,使得建造出的建造物和游戏场景中原有建筑能够对齐拼接,增强画面美感;同时,避免了在游戏场景中进行建造时对建造物之间进行物理碰撞检测,从而可以有效降低系统开销,提升游戏运行的流畅性。
在可选的实施方式中,步骤S12042,根据所述第一虚拟对象的当前朝向确定所述第一几何体或与第一几何体相邻的第二几何体的一个表面或几何体内的一个截面为所述第一建造区域,进一步包括以下步骤:
步骤S12042_1,判断所述虚拟对象与第一几何体中与所述当前朝向相对应的表面之间的距离是否超过第一阈值;
步骤S12042_2,若所述距离大于或等于第一阈值,确定所述第一几何体的一个表面或第一几何体内的一个截面为所述第一建造区域;
步骤S12042_3,若所述距离小于第一阈值,确定所述第二几何体的一个表面或第二几何体内的一个截面为所述第一建造区域。
在可选的实施方式中,第一阈值可以由游戏开发人员根据实际情况自行设置。
通过上述实施方式,根据距离选择合适的建造物的建造位置,避免建造物之间的碰撞与材料的浪费。
在可选的实施方式中,图5是本公开一示例性实施例中的在游戏场景中进行建造的示意图。如图5所示:游戏场景被划分为多个长宽相同的相互拼接的长方体,图5给出了游戏场景的俯视图。在游戏场景中,根据游戏角色1(第一虚拟对象)的当前位置确定游戏角色1所处的长方体2为第一几何体;根据该游戏角色1的当前朝向(设当前朝向为东)确定与当前朝向对应的长方体2的东方向的表面为目标表面,判断该游戏角色1与目标表面的距离是否大于或等于第一阈值,如图中虚线3与长方体2的边界线组成的区域为阈值识别区,当游戏角色1处该阈值识别区外时,即游戏角色1与目标表面的距离大于等于第一阈值,此时,确定长方体2的一个表面或长方体2内的一个截面为第一建造区域;当游戏角色1处该阈值识别区内时,即游戏角色1与目标表面的距离小于第一阈值,此时,根据目标表面确定与长方体2相邻(共用目标表面)的长方体4为第二几何体,确定该长方体4的一个表面或该长方体4内的一个截面为所述第一建造区域。
此外,根据建造模型的类型系统自动选择与该建造模型类型相适应的表面或内部截面作为第一建造区域,例如:如果建造模型为垂直墙模型,当游戏角色1处该阈值识别区外时,即游戏角色1与目标表面的距离大于等于第一阈值,此时,根据游戏角色1的当前朝向确定长方体2的东方向的垂直表面为第一建造区域,在该第一建造区域处建造垂直墙;当游戏角色1处该阈值识别区内时,即游戏角色1与目标表面的距离小于第一阈值,此时,根据游戏角色1的当前朝向确定与长方体2相邻的长方体4的东方向的垂直表面为第一建造区域,在该第一建造区域 处建造垂直墙。
再例如:如果建造模型为水平板模型,当游戏角色1处该阈值识别区外时,即游戏角色1与目标表面的距离大于等于第一阈值,此时,根据游戏角色1的当前朝向确定长方体2的底部表面或顶部表面为第一建造区域,在该第一建造区域处建造水平板;当游戏角色1处该阈值识别区内时,即游戏角色1与目标表面的距离小于第一阈值,此时,根据游戏角色1的当前朝向确定与长方体2相邻的长方体4的底部表面或顶部表面为第一建造区域,在该第一建造区域处建造水平板。
再例如:如果建造模型为斜向上云梯模型,当游戏角色1处该阈值识别区外时,即游戏角色1与目标表面的距离大于等于第一阈值,此时,根据游戏角色1的当前朝向确定长方体2内的对角线截面为第一建造区域,在该第一建造区域处建造斜向上云梯;当游戏角色1处该阈值识别区内时,即游戏角色1与目标表面的距离小于第一阈值,此时,根据游戏角色1的当前朝向确定与长方体2相邻的长方体4内的对角线截面为第一建造区域,在该第一建造区域处建造斜向上云梯。
通过上述实施方式,将游戏场景归一几何化,使得建造出的建造物和游戏场景中原有建筑能够对齐拼接,增强画面美感;同时,避免了在游戏场景中进行建造时对建造物之间进行物理碰撞检测,从而可以有效降低系统开销,提升游戏运行的流畅性;此外,根据距离选择合适的建造物的建造位置,避免建造物之间的碰撞与材料的浪费。
本示例性实施例中还公开了一种信息处理装置,图6为本公开实施例的其中一种信息处理装置的组成图。如图6所示,所述装置包括:
攻击模块,设置为在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;
建造模块,设置为在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
通过本公开其中一实施例提出一种新型的在移动终端上实现多种玩 法类型相结合的交互方式,一方面不增加图形用户界面的控件数量负担,另一方面可以在攻击模式下实现快速建造,增加操控的流畅性,并大大提高游戏体验。
上述实施例中各模块单元的具体细节已经在对应的信息处理方法中进行了详细的描述,此外,可以理解,信息处理装置中还包括其他单元模块与信息处理方法相对应,因此此处不再赘述。
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。
图7为本公开实施例的其中一种电子设备的结构示意图。如图7所示,本实施例的电子设备910包括:存储器911和处理器912。其中,存储器911和处理器912之间可通过总线连接。通过在终端的处理器上执行软件应用并在终端的显示设备上渲染得到图形用户界面。
处理器912;以及
存储器911,设置为存储所述处理器的可执行指令;
其中,所述处理器配置为经由执行所述可执行指令来实现如下步骤:
在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;
在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
可选地,所述在所述图形用户界面中提供所述建造控件,包括:
在所述图形用户界面中将所述攻击控件替换为所述建造控件。
可选地,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令之后,还包括:
在所述图形用户界面中将所述建造控件恢复为所述攻击控件,并提供所述建造控件的子控件。
可选地,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令,包括:
将待建造模型放置在所述游戏场景中的第一建造区域处;
检测到建造确认触发事件时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物。
可选地,所述建造控件包括:至少两个建造模型选择控件;所述建造控件的子控件为至少两个建造模型选择控件中的一个建造模型选择控件。
可选地,所述将待建造模型放置在所述游戏场景中的第一建造区域处,包括:
将所述建造控件的子控件对应的建造模型确定为待建造模型;
将待建造模型放置在所述游戏场景中的第一建造区域处。
可选地,所述在所述图形用户界面中提供所述建造控件,包括:在所述图形用户界面中提供所述建造控件包括的全部的建造模型选择控件;
所述将所述建造控件的子控件对应的建造模型确定为待建造模型之后,还包括:
当检测到作用于所述建造控件包括的除所述建造控件的子控件之外的其他建造模型选择控件之一的第三触控操作时,根据所述第三触控操作变更所述待建造模型。
可选地,所述建造控件还包括:确认建造控件,检测到建造确认触发事件时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物,包括:
检测到作用于所述确认建造控件的确认操作时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物。
可选地,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令,包括:
根据所述第一虚拟对象在所述游戏场景中的当前位置和当前朝向确定所述第一建造区域,在所述第一建造区域处执行建造指令。
可选地,所述游戏场景的空间被划分为多个相互拼接的几何体,所 述根据所述第一虚拟对象在所述游戏场景中的当前位置和当前朝向确定所述第一建造区域,在所述第一建造区域处执行建造指令,包括:
根据所述第一虚拟对象的当前位置确定所述第一虚拟对象所处的第一几何体;
根据所述第一虚拟对象的当前朝向确定所述第一几何体或与第一几何体相邻的第二几何体的一个表面或几何体内的一个截面为所述第一建造区域;
在所述游戏场景中的所述第一建造区域处执行建造指令。
可选地,根据所述虚拟对象的当前朝向确定所述第一几何体或与第一几何体相邻的第二几何体的一个表面或几何体内的一个截面为所述第一建造区域,包括:
判断所述第一虚拟对象与第一几何体中与所述当前朝向相对应的表面之间的距离是否超过第一阈值;
若所述距离大于或等于第一阈值,确定所述第一几何体的一个表面或第一几何体内的一个截面为所述第一建造区域;
若所述距离小于第一阈值,确定所述第二几何体的一个表面或第二几何体内的一个截面为所述第一建造区域。
可选地,所述几何体为长宽相同的长方体。
通过本公开其中一实施例提出一种新型的在移动终端上实现多种玩法类型相结合的交互方式,一方面不增加图形用户界面的控件数量负担,另一方面可以在攻击模式下实现快速建造,增加操控的流畅性,并大大提高游戏体验。
在可选的实施方式中,所述电子设备其进一步可以包括一个或多个处理器,以及由存储器所代表的存储器资源,设置为存储可由处理组件执行的指令,例如应用程序。存储器中存储的应用程序可以包括一个或一个以上的每一个对应于一组指令的模块。此外,处理组件被配置为执行指令,以执行上述的信息处理方法。
该电子设备还可以包括:一个电源组件,电源组件被配置成对执行电子设备进行电源管理;一个有线或无线网络接口,被配置成将电子设备连接到网络;以及一个输入输出(I/O)接口。该电子设备可以操作基 于存储在存储器的操作系统,例如Android、iOS、Windows,Mac OS X,Unix,Linux,FreeBSD或类似。
图8为本公开实施例的其中一种存储介质的结构示意图。如图8所示,描述了根据本发明的实施方式的程序产品1100,其上存储有计算机程序,所述计算机程序被处理器执行时实现如下步骤:
在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;
在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
可选地,所述在所述图形用户界面中提供所述建造控件,包括:
在所述图形用户界面中将所述攻击控件替换为所述建造控件。
可选地,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令之后,还包括:
在所述图形用户界面中将所述建造控件恢复为所述攻击控件,并提供所述建造控件的子控件。
可选地,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令,包括:
将待建造模型放置在所述游戏场景中的第一建造区域处;
检测到建造确认触发事件时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物。
可选地,所述建造控件包括:至少两个建造模型选择控件;所述建造控件的子控件为至少两个建造模型选择控件中的一个建造模型选择控件。
可选地,所述将待建造模型放置在所述游戏场景中的第一建造区域处,包括:
将所述建造控件的子控件对应的建造模型确定为待建造模型;
将待建造模型放置在所述游戏场景中的第一建造区域处。
可选地,所述在所述图形用户界面中提供所述建造控件,包括:在 所述图形用户界面中提供所述建造控件包括的全部的建造模型选择控件;
所述将所述建造控件的子控件对应的建造模型确定为待建造模型之后,还包括:
当检测到作用于所述建造控件包括的除所述建造控件的子控件之外的其他建造模型选择控件之一的第三触控操作时,根据所述第三触控操作变更所述待建造模型。
可选地,所述建造控件还包括:确认建造控件,检测到建造确认触发事件时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物,包括:
检测到作用于所述确认建造控件的确认操作时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物。
可选地,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令,包括:
根据所述第一虚拟对象在所述游戏场景中的当前位置和当前朝向确定所述第一建造区域,在所述第一建造区域处执行建造指令。
可选地,所述游戏场景的空间被划分为多个相互拼接的几何体,所述根据所述第一虚拟对象在所述游戏场景中的当前位置和当前朝向确定所述第一建造区域,在所述第一建造区域处执行建造指令,包括:
根据所述第一虚拟对象的当前位置确定所述第一虚拟对象所处的第一几何体;
根据所述第一虚拟对象的当前朝向确定所述第一几何体或与第一几何体相邻的第二几何体的一个表面或几何体内的一个截面为所述第一建造区域;
在所述游戏场景中的所述第一建造区域处执行建造指令。
可选地,根据所述虚拟对象的当前朝向确定所述第一几何体或与第一几何体相邻的第二几何体的一个表面或几何体内的一个截面为所述第一建造区域,包括:
判断所述第一虚拟对象与第一几何体中与所述当前朝向相对应的表面之间的距离是否超过第一阈值;
若所述距离大于或等于第一阈值,确定所述第一几何体的一个表面或第一几何体内的一个截面为所述第一建造区域;
若所述距离小于第一阈值,确定所述第二几何体的一个表面或第二几何体内的一个截面为所述第一建造区域。
可选地,所述几何体为长宽相同的长方体。
通过本公开其中一实施例提出一种新型的在移动终端上实现多种玩法类型相结合的交互方式,一方面不增加图形用户界面的控件数量负担,另一方面可以在攻击模式下实现快速建造,增加操控的流畅性,并大大提高游戏体验。
计算机可读存储介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读存储介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。
计算机可读存储介质中包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、射频等等,或者上述的任意合适的组合。
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例实施方式可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本发明实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、电子设备、或者网络设备等)执行根据本发明实施方式的方法。
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其它实施例。本申请旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由权利要求指出。
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精 确结构,并且可以在不脱离其范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限制。
通过本公开实施例中提出的在移动终端上实现多种玩法类型相结合的交互方式,一方面不增加图形用户界面的控件数量负担,另一方面可以在攻击模式下实现快速建造,增加操控的流畅性,并大大提高游戏体验。
Claims (15)
- 一种信息处理方法,所述方法包括:在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
- 根据权利要求1所述的方法,其中,所述在所述图形用户界面中提供所述建造控件,包括:在所述图形用户界面中将所述攻击控件替换为所述建造控件。
- 根据权利要求2所述的方法,其中,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令之后,所述方法还包括:在所述图形用户界面中将所述建造控件恢复为所述攻击控件,并提供所述建造控件的子控件。
- 根据权利要求1所述的方法,其中,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令,包括:将待建造模型放置在所述游戏场景中的第一建造区域处;检测到建造确认触发事件时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物。
- 根据权利要求4所述的方法,其中,所述建造控件包括:至少两个建造模型选择控件;所述建造控件的子控件为所述至少两个建造模型选择控件中的一个建造模型选择控件。
- 根据权利要求5所述的方法,其中,所述将待建造模型放置在所述游戏场景中的第一建造区域处,包括:将所述建造控件的子控件对应的建造模型确定为所述待建造模型;将所述待建造模型放置在所述游戏场景中的第一建造区域处。
- 根据权利要求6所述的方法,其中,所述在所述图形用户界面中提供所述建造控件,包括:在所述图形用户界面中提供所述建造控件包括的全部的建造模型选择控件;所述将所述建造控件的子控件对应的建造模型确定为所述待建造模型之后,所述方法还包括:当检测到作用于所述建造控件包括的除所述建造控件的子控件之外的其他建造模型选择控件之一的第三触控操作时,根据所述第三触控操作变更所述待建造模型。
- 根据权利要求6所述的方法,其中,所述建造控件还包括:确认建造控件,检测到建造确认触发事件时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物,包括:检测到作用于所述确认建造控件的确认操作时,控制所述第一虚拟对象在所述第一建造区域处建造所述待建造模型对应的建造物。
- 根据权利要求1所述的方法,其中,所述控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令,包括:根据所述第一虚拟对象在所述游戏场景中的当前位置和当前朝向确定所述第一建造区域,在所述第一建造区域处执行所述建造指令。
- 根据权利要求9所述的方法,其中,所述游戏场景的空间被划分为多个相互拼接的几何体,所述根据所述第一虚拟对象在所述游戏场景中的当前位置和当前朝向确定所述第一建造区域,在所述第一建造区域处执行所述建造指令,包括:根据所述第一虚拟对象的当前位置确定所述第一虚拟对象所处的第一几何体;根据所述第一虚拟对象的当前朝向确定所述第一几何体或与第一几何体相邻的第二几何体的一个表面或几何体内的一个截面为所述第一建造区域;在所述游戏场景中的所述第一建造区域处执行所述建造指令。
- 根据权利要求10所述的方法,其中,根据所述虚拟对象的当前朝向确定所述第一几何体或与第一几何体相邻的第二几何体的一个表面或几何体内的一个截面为所述第一建造区域,包括:判断所述第一虚拟对象与所述第一几何体中与所述当前朝向相对应 的表面之间的距离是否超过第一阈值;若所述距离大于或等于所述第一阈值,确定所述第一几何体的一个表面或所述第一几何体内的一个截面为所述第一建造区域;若所述距离小于所述第一阈值,确定所述第二几何体的一个表面或所述第二几何体内的一个截面为所述第一建造区域。
- 根据权利要求10或11所述的方法,其中,所述几何体为长宽相同的长方体。
- 一种信息处理装置,所述装置包括:攻击模块,设置为在图形用户界面中提供一攻击控件,当检测到作用于所述攻击控件的第一触控操作时,控制第一虚拟对象在游戏场景中执行攻击指令;建造模块,设置为在所述图形用户界面中提供一建造控件的子控件,当检测到作用于所述建造控件的子控件的第二触控操作时,在所述图形用户界面中提供所述建造控件,并控制所述第一虚拟对象在所述游戏场景中的第一建造区域处执行建造指令。
- 一种电子设备,包括:处理器;以及存储器,设置为存储所述处理器的可执行指令;其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1-12任一项所述的信息处理方法。
- 一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现权利要求1-12任一项所述的信息处理方法。
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| CN113181627A (zh) * | 2021-04-30 | 2021-07-30 | 网易(杭州)网络有限公司 | 控件处理方法、装置、电子设备及可读介质 |
| CN114816148A (zh) * | 2022-04-18 | 2022-07-29 | 网易(杭州)网络有限公司 | 一种虚拟模型的控制方法、装置、电子设备及存储介质 |
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| US20220347575A1 (en) | 2022-11-03 |
| JP2020513948A (ja) | 2020-05-21 |
| CN108379837A (zh) | 2018-08-10 |
| US11439908B2 (en) | 2022-09-13 |
| JP6875535B2 (ja) | 2021-05-26 |
| US20210354039A1 (en) | 2021-11-18 |
| US11883743B2 (en) | 2024-01-30 |
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