WO2020134059A1 - 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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- WO2020134059A1 WO2020134059A1 PCT/CN2019/097734 CN2019097734W WO2020134059A1 WO 2020134059 A1 WO2020134059 A1 WO 2020134059A1 CN 2019097734 W CN2019097734 W CN 2019097734W WO 2020134059 A1 WO2020134059 A1 WO 2020134059A1
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- virtual object
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- virtual tool
- tool
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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
- A63F13/50—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
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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
- A63F13/40—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
- A63F13/426—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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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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
- A63F13/50—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
- A63F13/5375—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 for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- the present disclosure relates to the technical field of human-computer interaction, and in particular, to an information processing method and device, storage medium, and electronic equipment.
- resource collection and tool weapon making are one of the core experiences of survival games.
- collection and production are also a long-term process from simple to complex.
- the distinction between the use of collection tools and attack weapons is based on the basic settings of simulating the real world, and different resources correspond to different collection tools, such as quarrying using picks, logging using axes, and so on.
- survival games the repeated switching experience between different collection tools is the basic experience problem of survival games.
- the game character controlled by the player may encounter various situations at any time in the scene, for example, an enemy or a beast suddenly appears in the field of view, if the tool used by the game character is a collection tool , In this emergency state, you need to choose to switch to an attack weapon in the backpack or tool list. This operation will take a long time for the player, thus being at a disadvantage in combat and affecting the player's game experience.
- the purpose of the present disclosure is to provide an information processing method and apparatus, storage medium, and electronic equipment, so as to overcome, at least to a certain extent, one or more problems caused by limitations and defects of the related art.
- an information processing method which is applied to running a game application on a mobile terminal, rendering a graphical user interface on a touch screen of the mobile terminal, the graphical user interface including at least a part Game scene, at least one virtual object, a game character, a front sight, and an execution control, the front sight is used to target the virtual object in the game scene, the execution control is used to control the game character to the virtual
- the object performs the corresponding game operation.
- the method includes:
- the type of the virtual object determine whether the first virtual tool equipped with the game character matches the type of the virtual object
- the first virtual tool equipped by the game character is switched to the second virtual tool.
- an information processing apparatus is applied to run a game application on a mobile terminal, and render a graphical user interface on a touch screen of the mobile terminal, the graphical user interface including at least a part of a game A scene, at least one virtual object, a game character, a front sight, and an execution control, where the front sight is used to target the virtual object in the game scene, and the execution control is used to control the game character to the virtual object
- the device includes:
- a detection acquisition module configured to acquire the type of the virtual object when it is detected that the sight is located on the virtual object
- the determination module is configured to determine whether the first virtual tool equipped with the game character matches the type of the virtual object according to the type of the virtual object;
- the setting module is configured to, when the first virtual tool equipped by the game character does not match the virtual object, obtain a second virtual tool matching the virtual object according to the type of the virtual object, and replace The second virtual tool is set as a target to be switched of the switching control;
- the switching module is configured to switch the first virtual tool equipped by the game character to the second virtual tool in response to the first touch operation of the switching control.
- a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, any one of the above-mentioned information processing methods is implemented.
- an electronic device including:
- a memory for storing executable instructions of the processor
- the processor is configured to execute any one of the information processing methods described above by executing the executable instruction.
- FIG. 1A is a schematic diagram of a graphical user interface of the related art
- FIG. 1B is a schematic diagram of another graphical user interface of the related art
- FIG. 1C is another schematic diagram of a graphical user interface of the related art
- FIG. 2 is a flowchart of an information processing method 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 a graphical user interface in another exemplary embodiment of the present disclosure.
- FIG. 6 is a schematic diagram of a graphical user interface in another exemplary embodiment of the present disclosure.
- FIG. 7 is a block diagram of an information processing device of the present disclosure.
- FIG. 8 is a schematic block diagram of an electronic device in an exemplary embodiment of the present disclosure.
- a tool control in the interface In addition, in the current survival games, another conventional setting scheme is to set a tool control in the interface. In response to the tool control click, a control list is displayed. The control list displays the player’s backpack that can be selected and equipped. There are multiple tools, but if all the control lists are expanded, the interface will be covered in a large area, and the player cannot obtain the dynamic changes of the corresponding part of the game scene in time. However, if the partial control list is displayed in a partially collapsed form, players need to carefully identify each tool in the list and slide the slider on the list to complete the appropriate tool selection, which makes the game operation inefficient and consumes a lot of time. To a poor gaming experience.
- the game application can control the touch screen of the touch terminal to present virtual objects and a virtual rocker area including a virtual rocker, a virtual battle scene, and a virtual natural environment through an application program interface of the touch terminal.
- the interactive interface may be the entire area of the touch screen or a partial area of the touch screen, which is not particularly limited in this exemplary embodiment.
- the virtual object refers to a game character controlled by a user, and is displayed in an interactive interface in the form of a part or the whole of the game character.
- the content of the interactive interface is presented from the user's main control perspective,
- the user's immersive experience is enhanced, and only part of the game character, such as hands or feet, can be seen in the interface; from the perspective of the third person, the game character can be presented in the interactive interface as a whole, reducing the user's control difficulty and dizziness And more emphasis is placed on the sense of motion of the screen.
- the specific display method can be selected by the developer according to the content of the game. The present disclosure is not limited to this.
- the information processing method may include the following steps:
- Step S1. Provide a switching control on the graphical user interface
- Step S2 When it is detected that the front sight is located on the virtual object, acquiring the type of the virtual object;
- Step S3. According to the type of the virtual object, determine whether the first virtual tool equipped with the game character matches the type of the virtual object;
- Step S4 If not, obtain a second virtual tool matching the virtual object according to the type of the virtual object, and set the second virtual tool as the switching target of the switching control;
- a switching control can be provided on the graphical user interface; when it is detected that the front sight is located on the virtual object, the type of the virtual object is obtained; according to the virtual object Type, determine whether the first virtual tool of the game character equipment matches the type of the virtual object; if not, obtain a second virtual tool that matches the virtual object according to the type of the virtual object, and Setting the second virtual tool as a switching target of the switching control; in response to the touch operation of the switching control, replacing the first virtual tool equipped with the game character with the second virtual tool.
- Step S1. Provide a switching control on the graphical user interface
- Step S3. According to the type of the virtual object, determine whether the first virtual tool equipped with the game character matches the type of the virtual object;
- Step S5. In response to the first touch operation of the switch control, switch the first virtual tool equipped by the game character to the second virtual tool.
- the graphical user interface 100 (hereinafter referred to as the interface) includes at least a part of the game scene 20, at least one virtual object 70, a game character 200, a front sight 50, and an execution control 80.
- the game character is a virtual game character controlled by the player
- the virtual object is a game object with which the game character controlled by the player in the game scene can interact, for example, NPC (Non-player character, non-player game character) or other games The enemy character controlled by the player.
- the crosshair in the graphical user interface is used to aim at the virtual object in the game scene.
- the player can not only control the movement of the game character through the drag operation of the virtual joystick 30 in the graphical user interface as shown in FIG. 3, but also can slide through the preset area (not shown in the figure) on the graphical user interface
- the operation adjusts the field of view of the game character 200, thereby adjusting the virtual object that the sight is aimed at 50.
- the virtual joystick and the preset area can be set to be visible or invisible in the interface, and the specific form of the two and the position in the interface can also be set according to the needs of the developer or player. This embodiment does not Not limited to this.
- the execution control in the interface is used to control the game character to perform the corresponding game operation on the virtual object. For example, when the sight is aimed at an enemy in the game scene, the player can trigger the execution control through the touch operation to pass
- the equipped weapon attacks the enemy, such as firing a gun or striking a tool, and the display of the execution control may be displayed in a text or graphic manner, such as a bullet icon, a tool icon, etc. This embodiment is not limited to this.
- step S1 a switching control is provided on the graphical user interface.
- the switching control can be set at any position in the graphical user interface.
- the switching control may be set at the upper left of the graphical user interface.
- the switching control can also be set at the lower right of the graphical user interface, etc., and can be set according to specific needs of the developer or player, and this exemplary embodiment does not specifically limit this.
- the switch control is located on the right side of the interface, below the thumbnail 40, and is displayed in the form of an icon of "gun + arrow".
- step S2 when it is detected that the sight is located on the virtual object, the type of the virtual object is acquired.
- the game player controls the sight to aim at a certain virtual object in the game scene through the corresponding operation on the graphical user interface, and obtains the type of the virtual object.
- the virtual object may be distributed in multiple locations in the game scene, so there are multiple virtual objects in the game scene displayed in the current interface. In this embodiment, it is triggered when the front sight is focused on a certain virtual object Get the type of the virtual object.
- natural resources may include, for example, stone, trees, metal, huntable animals, fruits and vegetables, etc., all of which are virtual objects. Therefore, virtual objects can also be divided into different types according to different acquisition methods, such as ores, plants, animals, etc.
- step S3 according to the type of the virtual object, it is determined whether the first virtual tool equipped by the game character matches the type of the virtual object.
- the first virtual tool currently equipped by the game character is acquired.
- the first virtual tool includes but is not limited to sickle, axe, firearm, bow and arrow, etc.
- one or two more basic virtual tools can be preset for the game character at the beginning of the game, such as a sickle and an axe, so that players can familiarize themselves with the gameplay and integrate it into the game more quickly.
- the virtual tools can also be set at multiple locations in the game scene, and when the game character controlled by the player reaches this location, the corresponding virtual tools can be obtained, and the developer or player can set them according to specific needs. The embodiment is not limited to this.
- the operation of the virtual object needs to meet the type of the virtual object and the virtual tool equipped with the game character to match each other.
- the virtual object of the ore type requires the collection of virtual tools such as pickaxe, while the plant type
- the virtual object matches the virtual tool as an axe, and the animal-like virtual objects need to be hunted with bows or firearms in order to successfully collect the virtual resources.
- Developers can build a variety of virtual according to the type of game or specific content in the game
- the mapping relationship between objects and virtual tools, the embodiments of the present disclosure are not limited thereto. In this case, if the virtual tool equipped by the virtual character and the virtual object do not match each other, click the execution control, the corresponding operation is invalid even if triggered, and does not produce any effect in the game.
- the virtual object targeted by the game character is a tree 70.
- the model outline of the tree 70 is controlled to be highlighted, which can prompt the player that the current sight has been aimed at the virtual object. Since the virtual tool corresponding to triggering the corresponding cutting operation on the tree 70 is an axe, but the first virtual tool equipped by the current game character is the sickle 90, it is determined that the first virtual tool does not match the virtual object.
- step S4 if not, a second virtual tool matching the virtual object is obtained according to the type of the virtual object, and the second virtual tool is set as the switching target of the switching control.
- the second virtual tool matching the virtual object is acquired.
- the virtual object tree 70 matches the first If the second virtual tool is an axe, the axe is set as the target to be switched of the switching control 60.
- step S4 the method further includes:
- Step S43 Control the icon of the switching control to switch from the initial state to display as the second virtual tool.
- the original display icon of the switch control 60 in the interface is replaced from the initial state (gun + arrow) to the corresponding axe icon 61 of the second virtual tool shown in FIG. 4-in order to change the target to be switched ( That is, the second virtual tool (axe) clearly gives the player visual feedback on the interface, prompting that the game character controlled by him is about to switch the equipped virtual tool, so that the player can perform subsequent game operations.
- the front sight switches from one virtual object to another virtual object.
- the front sight first stays on the stone in the scene.
- the icon of the switch control is from the initial state ( (Gun + arrow) is switched to the pickaxe icon.
- the display of the switch control is switched from the pickaxe icon to the axe icon, so that the change of the virtual object that the game character focuses on in time The change of the virtual tool required to perform the corresponding operation is fed back to the player.
- the icon for controlling the switching control is switched from the initial state to be displayed as a second virtual tool, that is, before step S43, it further includes:
- Step S41 Control the display state of the switching control.
- the switch control by controlling the display state of the switch control, the switch control can be displayed differently relative to other controls in the interface to prompt the player that the first virtual tool equipped by the current game character can be replaced It is the second virtual tool that matches the targeted virtual object.
- the icon of the jitter/vibration switching control, or playing a preset animation on the icon of the switching control the specific display mode can be set according to the needs of the developer or player, and this embodiment is not limited to this.
- the display state includes at least one of the following: color, brightness, transparency, and size.
- the switch control can be set to equip a gun by default from the initial state. When the game character focuses on a tree in the game scene, it is determined that the equipped gun does not match the tree, and the player needs to be prompted to switch the gun to Axe, at this time, the icon (gun + arrow) in the initial state of the control gradually fades until the transparency of 30% continues to disappear, and the icon color changes to highlighted red. After 1 second, the second virtual tool is displayed on the switch control, that is Axe icon.
- the developer can set according to one or more combinations of multiple display states to achieve a stronger visual feedback effect, and the embodiments of the present disclosure are not limited thereto.
- step S5 in response to the first touch operation of the switch control, the first virtual tool equipped by the game character is switched to the second virtual tool.
- the player can implement a first touch operation on the switch control to switch the first virtual tool equipped by the game character to the second virtual tool.
- the touch operation may include, but is not limited to, click, long press, repress and other types of interactive operations, which can be set according to the specific habits of developers or players. Examples are not limited to this.
- the method further includes:
- Step S6 control the icon of the execution control to switch from the first virtual tool to the second virtual tool.
- the icon of the execution control in the interface is switched from the first virtual tool sickle 80 to the second virtual tool axe 81.
- This setting enables the player to further determine that the currently equipped tool has been switched to the axe, indicating that it can be executed Corresponding collection operations to avoid invalid operations in the game.
- step S6 the method further includes:
- Step S7 Control the switching control to switch to the initial state.
- the switching control is switched to the initial state.
- the display of the switching control may be switched to the initial state within a preset time (for example, 2 seconds) after the icon of the execution control is replaced with the icon of the second virtual tool.
- the icon of the switch control is replaced by the axe 61 in FIG. 4 with the initial state icon 60 (firearm + arrow) in FIG. 5, that is, the icon of the switch control can be restored from the axe to the default state of the initial state.
- Icon 60 gun + arrow
- the method further includes:
- Step S8 When it is detected that the front sight leaves the virtual object, the switching control is controlled to switch to an initial state.
- the switch control displays a virtual tool that can be switched for subsequent interactive operations .
- the targeted virtual object may not be the ideal object for the player to try to interact with.
- the game character can choose other virtual objects in the scene Interact, or continue to walk to another scene to obtain relatively scarce stone (ie natural resources).
- the method further includes:
- Step S9 In response to the third touch operation on the switching control in the initial state, obtain a plurality of first virtual tools that the game character can equip, and control the equipment of the game character according to a preset switching rule The first virtual tool switches between multiple first virtual tools.
- the function of the switch control itself that is, the initial state of the switch control may be configured to: in response to a third touch operation on the switch control, acquire a plurality of first virtual tools that the game character can equip , Switch between multiple first virtual tools according to a preset switching rule.
- This function is given by the switch control when it was originally designed, that is, players can switch between virtual tools equipped by the game characters in the game through the touch operation on the switch control.
- the preset switching rule may be set as: when the player clicks on the switching control, the first virtual tool of the last equipment of the game character is acquired, thereby replacing the currently equipped virtual tool with the last equipped virtual tool.
- the virtual tool currently equipped by the game character is a sickle, and the last time it was equipped with a pistol, then after the player clicks the switch control, the tool equipped by the game character is switched from the sickle to the pistol, and the player clicks the switch control again, the game character is equipped The tool was switched from pistol to sickle again.
- the switch control automatically memorizes the last virtual tool equipped and switches the currently equipped virtual tool of the game character to the last virtual tool equipped. This setting conforms to the player's cognition and facilitates the player's game operation.
- the preset switching rule may also be set to switch a plurality of first virtual tools that the game character can equip according to a preset order. For example, if the first virtual tools currently available in the game character's backpack are: sickle, axe, pistol, wooden stick, bow and arrow, a total of five. At present, the virtual tool equipped by the game character is a wooden stick. If the preset switching order is: wooden stick—bow and arrow—pistol—axe—scythe, then in response to the player clicking the switch control, the virtual tool equipped by the game character is switched from the wooden stick to the bow and arrow , Click again to switch from bow and arrow to pistol, and so on.
- the preset order may be the order in which multiple virtual tools are acquired in the game according to the game character, or the switching rules according to the preset order of different tool types.
- the preset rules and preset orders in this embodiment may be The settings are made according to the specific needs of developers or players, and this embodiment is not limited to this.
- the method further includes:
- Step S10 In response to the second touch operation on the switch control in the initial state, obtain a third virtual tool last equipped by the game character, and replace the second virtual tool equipped by the game character with The third virtual tool; wherein the second virtual tool is different from the third virtual tool.
- the game character because the situation in the game is constantly changing, the content of the game scene faced by the game character is also constantly changing, especially in the survival game, when the game character is collecting operations, the game character may suddenly break To enter an enemy or a beast, at this time, the game character needs to quickly switch from the collection operation to the battle operation, that is, the tool equipped by the game character needs to be switched from the collection tool (scythe, axe) to a combat weapon (such as a firearm).
- the player can obtain the third virtual tool last equipped by the game character through the second touch operation on the switch control, and replace the second virtual tool equipped by the game character with the third Virtual tool; wherein, the second virtual tool is different from the third virtual tool.
- the second virtual tool currently equipped by the game character is a sickle
- the third virtual tool last equipped is a pistol.
- the equipment of the game character is switched from a sickle to a pistol, so that the game character can quickly enter a combat state. Get enough game time to improve the player experience.
- the method further includes:
- Step S11 In response to the fourth touch operation on the execution control, controlling the game character to perform a corresponding game operation on the virtual object.
- the player After completing the switching of the virtual tool equipped by the game character, the player triggers the game character to perform the game operation on the virtual object by performing the fourth touch operation on the control 81, that is, as shown in FIG. 6, the game character 200 according to the equipped virtual tool axe 91 Perform a slash action on the virtual object tree 70 to obtain tree resources, and store the obtained wood in a backpack for subsequent game operations, such as building or repairing a house.
- the virtual tool equipped by the game character is a firearm, if the execution control is clicked, the game character is triggered to shoot at the virtual object aimed at the sight.
- a switching control can be provided on the graphical user interface; when it is detected that the front sight is located on the virtual object, the type of the virtual object is obtained; According to the type of the virtual object, determine whether the first virtual tool equipped by the game character matches the type of the virtual object; if not, obtain the first matching tool that matches the virtual object according to the type of the virtual object Two virtual tools, and setting the second virtual tool as the switching target of the switching control; in response to the touch operation of the switching control, replacing the first virtual tool equipped with the game character with the first virtual tool Two virtual tools.
- the switch control is given a richer visual prompt function, which solves the problem that the configuration bar occupies too large interface controls; on the other hand, it reduces the player's operation burden, so that the player no longer needs to execute A series of tedious operation processes such as selection from the configuration bar and equipment collection tools further optimize the player's gaming experience.
- the switch control and the execution control in different states, it is better to provide players with visual feedback of tool switching and execution operations in various scenarios, thereby improving the game interaction experience more comprehensively.
- a switching control may be provided on the graphical user interface; when it is detected that the front sight is located on the virtual object, the type of the virtual object is obtained; according to the virtual object Type, determine whether the first virtual tool of the game character equipment matches the type of the virtual object; if not, obtain a second virtual tool that matches the virtual object according to the type of the virtual object, and Setting the second virtual tool as a switching target of the switching control; in response to the touch operation of the switching control, replacing the first virtual tool equipped with the game character with the second virtual tool.
- an information processing device which is applied to run a game application on a mobile terminal, and render a graphical user interface on the touch screen of the mobile terminal to generate a graphical user interface, the graphics
- the user interface includes at least a part of the game scene, at least one virtual object, a game character, a front sight, and an execution control, the front sight is used to target the virtual object in the game scene, and the execution control is used to control the game
- the character performs a corresponding game operation on the virtual object.
- the device includes: As shown in FIG. 7, the information processing device 10 may include: a providing module 101, a detection acquiring module 102, a determining module 103, a setting module 104, and switching Module 105. among them:
- a detection and acquisition module configured to acquire the type of the virtual object when it is detected that the front sight is located on the virtual object
- the determination module is configured to determine whether the first virtual tool equipped with the game character matches the type of the virtual object according to the type of the virtual object;
- the setting module is configured to, when the first virtual tool equipped by the game character does not match the virtual object, obtain a second virtual tool matching the virtual object according to the type of the virtual object, and replace The second virtual tool is set as a target to be switched of the switching control;
- the switching module is configured to switch the first virtual tool equipped by the game character to the second virtual tool in response to the first touch operation of the switching control.
- an electronic device capable of implementing the above method is also provided.
- the electronic device 600 according to this embodiment of the present disclosure is described below with reference to FIG. 8.
- the electronic device 600 shown in FIG. 8 is only an example, and should not bring any limitation to the functions and use scope of the embodiments of the present disclosure.
- the electronic device 600 is represented in the form of a general-purpose computing device.
- the components of the electronic device 600 may include, but are not limited to, the at least one processing unit 610, the at least one storage unit 620, a bus 630 connecting different system components (including the storage unit 620 and the processing unit 610), and the display unit 640.
- the storage unit stores a program code
- the program code can be executed by the processing unit 610, so that the processing unit 610 executes various exemplary according to the present disclosure described in the “exemplary method” section of the above description of the specification Implementation steps.
- the storage unit 620 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 6201 and/or a cache storage unit 6202, and may further include a read-only storage unit (ROM) 6203.
- RAM random access storage unit
- ROM read-only storage unit
- the storage unit 620 may further include a program/utility tool 6204 having a set of (at least one) program modules 6205.
- program modules 6205 include but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each of these examples or some combination may include an implementation of the network environment.
- the bus 630 may be one or more of several types of bus structures, including a storage unit bus or a storage unit controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local area using any of a variety of bus structures bus.
- the electronic device 600 may also communicate with one or more external devices 700 (such as a keyboard, pointing device, Bluetooth device, etc.), and may also communicate with one or more devices that enable a user to interact with the electronic device 600, and/or This enables the electronic device 600 to communicate with any device (eg, router, modem, etc.) that communicates with one or more other computing devices. Such communication may be performed through an input/output (I/O) interface 650.
- the electronic device 600 can also communicate with one or more networks (such as a local area network (LAN), a wide area network (WAN), and/or a public network, such as the Internet) through a network adapter 660. As shown, the network adapter 660 communicates with other modules of the electronic device 600 through the bus 630.
- LAN local area network
- WAN wide area network
- the Internet such as the Internet
- the network adapter 660 communicates with other modules of the electronic device 600 through the bus 630.
- other hardware and/or software modules may be used in conjunction with the electronic
- the technical solution according to the embodiments of the present disclosure 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, U disk, mobile hard disk, etc.) or on a network , Including several instructions to cause a computing device (which may be a personal computer, server, terminal device, or network device, etc.) to perform the method according to an embodiment of the present disclosure.
- a non-volatile storage medium which may be a CD-ROM, U disk, mobile hard disk, etc.
- a computing device which may be a personal computer, server, terminal device, or network device, etc.
- a computer-readable storage medium on which a program product capable of implementing the above method of this specification is stored.
- various aspects of the present disclosure may also be implemented in the form of a program product, which includes program code, and when the program product runs on a terminal device, the program code is used to enable the The terminal device executes the steps according to various exemplary embodiments of the present disclosure described in the "Exemplary Method" section of this specification.
- a program product 800 for implementing the above method according to an embodiment of the present disclosure may employ a portable compact disk read-only memory (CD-ROM) and include program code, and may be included in a terminal device. For example running on a personal computer.
- the program product of the present disclosure is not limited thereto.
- the readable storage medium may be any tangible medium containing or storing a program, which may be used by or in combination with an instruction execution system, apparatus, or device.
- the program product may use any combination of one or more readable media.
- the readable medium may be a readable signal medium or a readable storage medium.
- the readable storage medium may be, for example but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any combination of the above. More specific examples of readable storage media (non-exhaustive list) include: electrical connections with one or more wires, portable disks, hard disks, random access memory (RAM), read only memory (ROM), erasable Programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the foregoing.
- the computer-readable signal medium may include a data signal that is transmitted in baseband or as part of a carrier wave, in which readable program code is carried. This propagated data signal can take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
- the readable signal medium may also be any readable medium other than a readable storage medium, and the readable medium may send, propagate, or transmit a program for use by or in combination with an instruction execution system, apparatus, or device.
- the program code contained on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
- the program code for performing the operations of the present disclosure can be written in any combination of one or more programming languages including object-oriented programming languages such as Java, C++, etc., as well as conventional procedural formulas Programming language-such as "C" language or similar programming language.
- the program code may be executed entirely on the user's computing device, partly on the user's device, as an independent software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server To execute.
- the remote computing device may be connected to the user computing device through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (eg, using Internet service provision Business to connect via the Internet).
- LAN local area network
- WAN wide area network
- Internet service provision Business to connect via the Internet
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Abstract
本公开提供了一种信息处理方法及装置、存储介质、电子设备,涉及人机交互技术领域,该方法包括:在图形用户界面上提供一切换控件;当检测到准星位于虚拟对象上时,获取所述虚拟对象的类型;根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的待切换目标;响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。本公开通过切换控件的显示提示玩家当前可交互的对象,实现游戏角色所装备的虚拟工具进行快速切换,从而提高玩家的用户体验。
Description
本申请要求于2018年12月26日提交中国专利局,申请号为201811605513.X,申请名称“信息处理方法及装置、存储介质、电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中
本公开涉及人机交互技术领域,尤其涉及一种信息处理方法及装置、存储介质、电子设备。
在移动端的生存类游戏中,资源采集、工具武器制作是生存类游戏的核心体验之一,其中,采集与制作也是一个由简入繁的长线过程。此外,采集类工具与攻击类武器的用途区分是基于模拟真实世界的基础设定,并且不同资源对应不同的采集工具,例如采石使用镐头,伐木使用斧子等等。在生存游戏中,不同采集工具间的反复切换体验是生存类游戏的基础体验问题。由于生存类游戏的自由度较大,玩家所控制的游戏角色在场景中可能随时遇到各种情况,例如,敌人或野兽突然出现在视野中,此时若游戏角色所使用的工具为采集工具,则在这一紧急状态下需要在背包或工具列表中去选择切换为攻击类武器,这一操作将耗费玩家比较长的时间,从而在战斗中处于劣势,影响玩家的游戏体验。
因此需要提供一种新的信息处理方法以提升用户的游戏体验。
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,应用于在移动终端上运行一游戏应用,在所述移动终端的触控屏幕上渲染生成一图形用户界面,所述图形用户界面至少包括部分游戏场景,至少一虚拟对象,一游戏角色,准星以及一执行控件,所述准星用于瞄准所述游戏场景中的所述虚拟对象,所述执行控件用于控制所述游戏角色对所述虚拟对象执行相应的游戏操作,所述方法包括:
在所述图形用户界面上提供一切换控件;
当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;
根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟 对象的类型相匹配;
若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的待切换目标;
响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。
根据本公开的一个方面,一种信息处理装置,应用于在移动终端上运行一游戏应用,在所述移动终端的触控屏幕上渲染生成一图形用户界面,所述图形用户界面至少包括部分游戏场景,至少一虚拟对象,一游戏角色,准星以及一执行控件,所述准星用于瞄准所述游戏场景中的所述虚拟对象,所述执行控件用于控制所述游戏角色对所述虚拟对象执行相应的游戏操作,所述装置包括:
提供模块,被配置为在所述图形用户界面上提供一切换控件;
检测获取模块,被配置为当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;
判定模块,被配置为根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;
设置模块,被配置为当所述游戏角色装备的第一虚拟工具与所述虚拟对象不匹配时,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的待切换目标;以及
切换模块,被配置为响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。
根据本公开的一个方面,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上述任意一项所述的信息处理方法。
根据本公开的一个方面,提供一种电子设备,包括:
处理器;以及
存储器,用于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上述中任意一项所述的信息处理方法。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
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1A为相关技术的一图形用户界面示意图;
图1B为相关技术的另一图形用户界面示意图;
图1C为相关技术的又一图形用户界面示意图;
图2为本公开一示例性实施例中的一种信息处理方法的流程图;
图3为本公开一示例性实施例中的一图形用户界面的示意图;
图4为本公开一示例性实施例中的一图形用户界面的示意图;
图5为本公开另一示例性实施例中的一图形用户界面的示意图;
图6为本公开另一示例性实施例中的一图形用户界面的示意图;
图7为本公开一种信息处理装置的框图;
图8为本公开示一示例性实施例中的电子设备的模块示意图。
图9为本公开示一示例性实施例中的程序产品示意图。
现在将参考附图更全面地描述示例实施例。然而,示例实施例能够以多种形式实施,且不应被理解为限于在此阐述的实施例;相反,提供这些实施例使得本公开将全面和完整,并将示例实施例的构思全面地传达给本领域的技术人员。在图中相同的附图标记表示相同或类似的部分,因而将省略对它们的重复描述。
此外,所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施例中。在下面的描述中,提供许多具体细节从而给出对本公开的实施例的充分理解。然而,本领域技术人员将意识到,可以实践本公开的技术方案而没有所述特定细节中的一个或更多,或者可以采用其它的方法、组元、材料、装置、步骤等。在其它情况下,不详细示出或描述公知结构、方法、装置、实现、材料或者操作以避免模糊本公开的各方面。
附图中所示的方框图仅仅是功能实体,不一定必须与物理上独立的实体相对应。即,可以采用软件形式来实现这些功能实体,或在一个或多个软件硬化的模块中实现这些功能实体或功能实体的一部分,或在不同网络和/或处理器装置和/或微控制器装置中实现这些功能实体。
相关技术中,例如,如图1A-图1C所示的沙盒生存游戏《创造与魔法》中资源采集时,首先在图形用户界面的底部的快捷栏放置多个采集工具,点击相应工具完成装备操作,再对准游戏场景中的资源(例如,树木)点击界面中的攻击按钮完成采集获得资源道具。
此外,在目前的生存类游戏中,另一种常规的设置方案是在界面内设置一工具控件,响应于工具控件的点击,显示一控件列表,控件列表中显示玩家背包内可以选择并装备的多个工具,但是若全部展开控件列表,对界面将造成大面积的遮挡,玩家不能及时获取相应部分游戏场景的动态变化。但若是以部分折叠的形式显示部分控件列表,玩家需要仔细识别列表中的各个工具并滑动列表上的滑块才能完成适合的工具选择,使得游戏操作效率低下,并耗费大量的时间,给玩家带来较差的游戏体验。
虽然相关技术的游戏中提供了若干种游戏操作和方法,但是仍存在如下缺点:
1.底部快捷装备栏或者工具列表都会占用较大的主界面空间;
2.在采集不同类型的资源时每次都需要先通过底部快捷栏选择与资源相对应的工具才能进行采集;
3.加重玩家的选择负担,由于底部快捷栏包含物品和工具,玩家需要在众多栏目中去辨识采集工具并记忆工具所处的具体位置;
4.加重了玩家的操作负担,一方面,玩家在进行不同类型资源的采集时,需要频繁切换,从而加重了玩家的操作负担。另一方面,玩家在进行采集操作时如果受到攻击,采集操作被打断,玩家需要从底部快捷栏选择一适合的装备武器再对攻击对象进行攻击操作,这三个操作将耗费玩家大量的时间,从而大大影响了玩家的游戏体验。
针对相关技术中存在的上述缺陷,本示例性实施例中首先公开了一种信息处理方法,应用于在移动终端上运行一游戏应用,在所述移动终端的触控屏幕上渲染生成一图形用户界面,所述图形用户界面至少包括部分游戏场景,至少一虚拟对象,一游戏角色,准星以及一执行控件,所述准星用于瞄准所述游戏场景中的所述虚拟对象,所述执行控件用于控制所述游戏角色对所述虚拟对象执行相应的游戏操作。该触控终端例如可以为手机、平板电脑、笔记本电脑、游戏机、PDA等各种具备触控屏幕的电子设备。游戏应用可以通过触控终端的应用程序接口控制触控终端的触控屏幕呈现虚拟对象和包括虚拟摇杆的虚拟摇杆区域、虚拟战斗场景、虚拟自然环境等。所述交互界面可以为触控屏幕的整个区域,也可以为触控屏幕的部分区域,本示例性实施例对此不作特殊限定。所述虚拟对象是指用户所操控的游戏角色,以所述游戏角色的局部或整体的形式在交互界面中进行显示,例如在第一人称视角下,交互界面的内容以用户的主控视角呈现,用户的沉浸式体验感增强,界面中只能看到游戏角色的局部,例如手或者脚;而在第三人称视角下,可以将游戏角色整体呈现在交互界面中,降低用户的操控难度及眩晕感,且更强调画面的动作感,具体以哪种方式显示,开发者可根据游戏的内容选择,本公开不局限于此。
参照图1所示,所述信息处理方法可以包括以下步骤:
步骤S1.在所述图形用户界面上提供一切换控件;
步骤S2.当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;
步骤S3.根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;
步骤S4.若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的切换目标;
步骤S5.响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。
根据本示例性实施例中的信息处理方法,可以在图形用户界面上提供一切换控件;当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的切换目标;响应于所述切换控件的触控操作,将所述游戏角色装备的所述第一虚拟工具替换所述第二虚拟工具。一方面,通过界面控件的集成化,解决了配置栏占据界面控件过大的问题;另一方面,减少了玩家操作负担,使得玩家不再需要执行从配置栏选择和装备采集工具等一系列繁琐的操作流程,进一步优化了玩家的游戏体验。
下面,将结合图3-图6所示,对本示例性实施例中的信息处理方法作进一步说明。
本公开的示例性实施例中,所述方法包括:
步骤S1.在所述图形用户界面上提供一切换控件;
步骤S2.当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;
步骤S3.根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;
步骤S4.若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的切换目标;
步骤S5.响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。
本公开的示例性实施例中,如图3所示,所述图形用户界面100(以下简称界面)至少包括部分游戏场景20,至少一虚拟对象70,一游戏角色200,准星50以及一执行控件80。其中,游戏角色为玩家所控制的虚拟游戏角色,虚拟对象为游戏场景中玩家所控制的游戏角色可以与其发生交互的游戏对象,例如,NPC(Non-player character,非玩家游戏角色)或其他游戏玩家所控制的敌人角色。此外,在部分生存类游戏中,玩家需 要通过收集游戏场景中的自然资源以进行游戏角色的体力或装备的补给,所以分布于游戏场景中的自然资源,例如,石材、树木、金属、可狩猎动物、果蔬等等也都属于本公开的实施例中所述的虚拟对象。
图形用户界面中的准星是用于瞄准所述游戏场景中的所述虚拟对象。玩家不仅可以通过如图3所示的位于图形用户界面中的虚拟摇杆30的拖拽操作控制游戏角色的移动,还可以通过图形用户界面上预设区域(图上未示出)内的滑动操作调整游戏角色200的视野,从而调整准星所瞄准50的虚拟对象。其中,虚拟摇杆和预设区域可以被设置为在界面中可见或者不可见的,并且二者的具体形态和界面中所在的位置也是可以根据开发者或玩家的需求进行设置,本实施例并不局限于此。
界面中的执行控件则是用于控制所述游戏角色对所述虚拟对象执行相应的游戏操作,例如,当准星瞄准于游戏场景中的一个敌人时,玩家可以通过触控操作触发执行控件以通过装备的武器对敌人进行攻击,例如开枪或者工具打击,而执行控件的显示可以是以文字或图形的方式显示,例如子弹图标、工具图标等,本实施例不局限于此。
在步骤S1中,在所述图形用户界面上提供一切换控件。
在本示例性实施例中,所述切换控件可以设置在图形用户界面中的任意位置。例如,所述切换控件可以设置在图形用户界面的左上方。再例如,所述切换控件还可以设置在图形用户界面的右下方等,可以根据开发者或玩家根据具体需求进行设置,本示例性实施例对此不作特殊的限定。如图3所示,切换控件位于界面的右侧,缩略图40的下方,以“枪支+箭头”的图标形式显示。
在步骤S2中,当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型。
在本示例性实施例中,游戏玩家通过图形用户界面上的相应操作,控制准星瞄准于游戏场景中的某一虚拟对象,获取该虚拟对象的类型。虚拟对象可以是分布于游戏场景中的多个位置,因此存在当前界面中显示的游戏场景中存在多个虚拟对象的情况,在本实施例中,当准星聚焦于某一虚拟对象时,才触发获取该虚拟对象的类型。如前所述,自然资源可包括,例如,石材、树木、金属、可狩猎动物、果蔬等等都属于虚拟对象。因此,虚拟对象也可以根据获取方式的不同划分为不同的类型,例如矿石类、植物类、动物类等等。
在步骤S3中,根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配。
在本示例性实施例中,根据虚拟对象的类型,获取游戏角色当前装备的第一虚拟工具。第一虚拟工具包括但不限于镰刀、斧头、枪械、弓箭等等。在生存类游戏中,可以在游戏的开始时为游戏角色预设配置一至两个比较基础的虚拟工具,例如镰刀、斧头, 以便玩家熟悉游戏玩法并更快地融入该游戏氛围。此外,也可以将虚拟工具分别设置在游戏场景的多个位置,玩家所控制的游戏角色到达该位置时,即可获取相应的虚拟工具,开发者或玩家可以根据具体需求进行设置,本公开的实施例并不局限于此。进一步地,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配。在游戏中,针对虚拟对象的操作是需要满足虚拟对象的类型与游戏角色所装备的虚拟工具相互匹配的,例如,矿石类虚拟对象的是需要镐头这类的虚拟工具进行采集,而植物类的虚拟对象则匹配的虚拟工具为斧头,动物类的虚拟对象则需要用弓箭或枪械进行捕猎,从而才能成功地采集该虚拟资源,开发者可以根据游戏类型或者游戏中的具体内容来构建多种虚拟对象与虚拟工具之间的映射关系,本公开的实施例不局限于此。在此情况下,若虚拟角色所装备的虚拟工具与虚拟对象之间互不匹配时,点击执行控件,相应的操作即使被触发也是无效操作,并不在游戏中产生任何效果。
例如在图4中,游戏角色的瞄准的虚拟对象为树木70,可选地,控制树木70的模型轮廓进行高亮显示,能够提示玩家当前准星已瞄准的虚拟对象。由于触发对树木70执行相应砍伐操作对应的虚拟工具是斧头,但是当前游戏角色所装备的第一虚拟工具为镰刀90,则判定为第一虚拟工具与虚拟对象不匹配。
在步骤S4中,若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的切换目标。
在本示例性实施例中,当第一虚拟工具与虚拟对象的类型被判定为不匹配时,获取与虚拟对象匹配的第二虚拟工具,在图4中的情况,虚拟对象树木70匹配的第二虚拟工具为斧头,则将斧头设置为切换控件60的待切换目标。
进一步地,作为一种可选的方案,在步骤S4之后还包括:
步骤S43:控制所述切换控件的图标由初始状态切换显示为第二虚拟工具。
如图3所示,将界面中切换控件60原来的显示图标由初始状态(枪支+箭头)替换为图4所示的第二虚拟工具——斧头的相应斧头图标61,以便将待切换目标(即第二虚拟工具斧头)明确地在界面上给予玩家视觉反馈,提示其所控制的游戏角色即将切换所装备的虚拟工具,以便玩家进行后续游戏操作。
同理,若控制准星移动,准星从一个虚拟对象切换到另一个虚拟对象上,例如,游戏角色装备为枪械时,准星先停留在场景中的石块上,切换控件的图标是从初始状态(枪支+箭头)切换为镐头图标,此时若准星快速移动至相邻的树木上时,则切换控件的显示由镐头图标切换为斧头图标,从而及时地将游戏角色聚焦的虚拟对象的变化对应着待执行相应操作所需虚拟工具的变化反馈给玩家。
作为一种可选的方案,所述控制所述切换控件的图标由初始状态切换显示为第二虚 拟工具即步骤S43之前还包括:
步骤S41:控制所述切换控件的显示状态。
在本公开的示例性实施例中,通过控制切换控件的显示状态,可以相对于界面中的其他控件,对切换控件进行区别性显示,以提示玩家当前游戏角色所装备的第一虚拟工具可替换为与已瞄准的虚拟对象相匹配的第二虚拟工具。例如,抖动/振动切换控件的图标,或者在在切换控件的图标上播放一段预置动画,具体的显示方式可以根据开发者或玩家的需求进行设置,本实施例不局限于此。
进一步地,作为一种可选的方案,显示状态包括以下至少之一:颜色、亮度、透明度、大小。例如,切换控件可以被设置为由初始状态默认装备一枪支,当游戏角色在游戏场景中聚焦在一树木上,此时判定所装备的枪支与树木不匹配后,需要提示玩家需要把枪支切换为斧头,此时,控制初始状态下的图标(枪支+箭头)逐渐淡化显示至透明度30%持续消失,同时图标颜色变为高亮红色,持续1秒后,切换控件上显示第二虚拟工具,即斧头的图标。开发者可以根据多种显示状态中择一或多项组合进行设置,以达到更强的视觉反馈作用,本公开实施例不局限于此。
在步骤S5中,响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。
在本示例性实施例中,玩家可以在切换控件上实施第一触控操作,将游戏角色已装备的第一虚拟工具切换为第二虚拟工具。其中,在本公开的示例性实施例中,所述触控操作可以包括但不限于,点击、长按、重按等类型的交互操作,可以根据开发者或玩家的具体习惯进行设置,本实施例不局限于此。通过本实施例的自动识别准星聚焦的虚拟对象和与之相匹配的虚拟工具,再根据玩家在切换图标上执行的第一触控操作,即确认游戏角色装备虚拟工具的切换,将图4游戏角色原来装备的镰刀90切换为图5中的斧头91。
进一步地,作为一种可选的方案,所述方法还包括:
步骤S6:控制所述执行控件的图标由所述第一虚拟工具切换为所述第二虚拟工具。
如图5所示,将界面中的执行控件的图标由第一虚拟工具镰刀80切换为第二虚拟工具斧头81,这一设置使得玩家能够进一步确定当前装备的工具已经切换为斧头,表明可以执行相应的采集操作,从而避免出现游戏中的无效操作。
进一步地,作为一种可选的方案,所述步骤S6之后还包括:
步骤S7:控制所述切换控件切换至初始状态。
在执行控件图标也被替换为待切换目标所对应的第二虚拟工具完成后,切换控件视觉提示的功能已经完成,则将切换控件切换至初始状态。其中,优选地,可以在执行控 件的图标被替换为第二虚拟工具图标之后的预设时间(例如,2秒)内,再将切换控件的显示切换至初始状态。如图5所示,在切换控件的图标由图4中的斧头61替换为图5中的初始状态图标60(枪支+箭头),即切换控件的图标可从斧头恢复显示为初始状态下的默认图标60(枪支+箭头),以提示玩家切换控件可以执行默认的配置功能。
进一步地,作为一种可选的方案,所述方法还包括:
步骤S8:当检测到所述准星离开所述虚拟对象时,控制所述切换控件切换至初始状态。
如前所述,在很多游戏场景中玩家所控制的游戏角色周围存在多个虚拟对象,若准星当前位于某一虚拟对象上,此时切换控件显示提示可切换的虚拟工具,从而进行后续交互操作,但是该瞄准的虚拟对象可能并不是玩家试图发生交互的理想对象。例如,当玩家所控制的游戏角色已经完成了大量的伐木操作,获得了足够数量的木材,此时再进行伐木对游戏角色的后续操作并无意义,游戏角色可以选择与场景中的其他虚拟对象进行交互,或者继续行走前往另一场景获取相对短缺的石材(即自然资源)。当检测到准星离开之前瞄准的虚拟对象时,这个时候可视为游戏角色并不想与之前瞄准的虚拟对象进行交互,还在确定可视的游戏场景范围内打算进一步交互的虚拟对象,因此将切换控件切换至初始状态。
进一步地,作为一种可选的方案,所述方法还包括:
步骤S9:响应于所述初始状态下所述切换控件上的第三触控操作,获取所述游戏角色可装备的多个第一虚拟工具,根据预设切换规则,控制所述游戏角色装备的所述第一虚拟工具在多个所述第一虚拟工具之间进行切换。
在本公开的实施例中,切换控件其本身的功能,即切换控件的初始状态可以被配置为:响应于切换控件上的第三触控操作,获取游戏角色可装备的多个第一虚拟工具,根据预设切换规则在多个第一虚拟工具之间进行切换。这一功能即为切换控件在最初设计时所赋予的,即玩家可通过在切换控件上的触控操作在游戏内进行游戏角色所装备的虚拟工具之间的切换。
具体的,所述预设切换规则可以设置为:当玩家点击切换控件时,获取游戏角色上次一装备的第一虚拟工具,从而将当前装备的虚拟工具替换为上一次装备的虚拟工具。例如,游戏角色当前装备的虚拟工具为镰刀,而上一次装备的是手枪,那么在玩家点击切换控件后,游戏角色所装备的工具由镰刀切换为手枪,玩家再次点击切换控件,游戏角色所装备的工具又由手枪切换为镰刀。切换控件自动记忆上一次装备的虚拟工具,并将游戏角色当前装备的虚拟工具切换为上一次装备的虚拟工具,这一设置符合玩家的认知,并便于玩家进行游戏操作。此外,预设切换规则还可以设置为:根据一预设顺序对 游戏角色可装备的多个第一虚拟工具进行切换。例如,若游戏角色的背包中当前可装备的第一虚拟工具有:镰刀、斧头、手枪、木棒、弓箭,共计5个。目前游戏角色装备的虚拟工具为木棒,若预设切换顺序为:木棒—弓箭—手枪—斧头—镰刀,那么响应于玩家点击切换控件,游戏角色装备的虚拟工具则由木棒切换为弓箭,再次点击,则由弓箭切换为手枪,以此类推。其中,预设顺序可以是根据游戏角色在游戏中获取多个虚拟工具的顺序,也可以是根据不同工具类型的预设顺序的切换规则,本实施例中的预设规则和预设顺序均可根据开发者或玩家的具体需求进行设置,本实施例不局限于此。
作为一种可选的方案,所述方法还包括:
步骤S10:响应于所述初始状态下所述切换控件上的第二触控操作,获取所述游戏角色上一次装备的第三虚拟工具,将所述游戏角色装备的第二虚拟工具替换为所述第三虚拟工具;其中,所述第二虚拟工具与第三虚拟工具的类型不同。
在本实施例中,由于游戏中的状况是瞬息万变的,游戏角色所面对游戏场景内容也在不断地变化中,尤其是在生存类游戏中,游戏角色在进行采集操作时,面前可能突然闯入敌人或者野兽,此时,游戏角色需要快速地从采集操作切换为战斗操作,即游戏角色所装备的工具需要从采集工具(镰刀、斧头)切换为战斗武器(例如枪械)。在本实施例中,玩家可以通过作用于切换控件上的第二触控操作,获取游戏角色上一次装备的第三虚拟工具,将所述游戏角色装备的第二虚拟工具替换为所述第三虚拟工具;其中,所述第二虚拟工具与第三虚拟工具的类型不同。例如,游戏角色当前装备的第二虚拟工具为镰刀,上一次装备的第三虚拟工具为手枪,那么这时就将游戏角色的装备从镰刀切换为手枪,以使得游戏角色可以快速进入战斗状态,获得足够的游戏时间,从而提高玩家体验。同理,当玩家战斗状态结束时,也可以通过点击切换控件,将装备的第二虚拟工具——手枪切换为上一次装备的第三虚拟工具——镰刀,从而继续在场景中进行刚才未完成的采集操作。
进一步地,作为一种可选的方案,所述方法还包括:
步骤S11:响应于所述执行控件上的第四触控操作,控制所述游戏角色对所述虚拟对象执行相应的游戏操作。
在完成游戏角色装备的虚拟工具切换后,玩家通过执行控件81上第四触控操作触发游戏角色对虚拟对象执行游戏操作,即如图6所示,游戏角色200根据所装备的虚拟工具斧头91对虚拟对象树木70执行挥砍动作,从而获取树木资源,将获取的木材储备于背包中用于后续的游戏操作,例如房屋的建造或修复。当游戏角色装备的虚拟工具为枪械时,若点击执行控件,则触发游戏角色向准星瞄准的虚拟对象进行射击。
综上所述,根据本示例性实施例中的信息处理方法,可以在图形用户界面上提供一 切换控件;当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的切换目标;响应于所述切换控件的触控操作,将所述游戏角色装备的所述第一虚拟工具替换所述第二虚拟工具。一方面,通过界面控件的集成化,赋予了切换控件更为丰富的视觉提示功能,解决了配置栏占据界面控件过大的问题;另一方面,减少了玩家操作负担,使得玩家不再需要执行从配置栏选择和装备采集工具等一系列繁琐的操作流程,进一步优化了玩家的游戏体验。此外,通过更进一步地设置在不同状态下切换控件和执行控件的显示变换,更好地为玩家提供各场景下工具切换以及执行操作的视觉反馈,从而更全面地提高游戏交互体验。
本公开示例实施例提供的信息处理方法中,可以在图形用户界面上提供一切换控件;当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的切换目标;响应于所述切换控件的触控操作,将所述游戏角色装备的所述第一虚拟工具替换所述第二虚拟工具。一方面,通过界面控件的集成化,解决了配置栏占据界面控件过大的问题;另一方面,减少了玩家操作负担,使得玩家不再需要执行从配置栏选择和装备采集工具等一系列繁琐的操作流程,进一步优化了玩家的游戏体验。
需要说明的是,尽管在附图中以特定顺序描述了本公开中方法的各个步骤,但是,这并非要求或者暗示必须按照该特定顺序来执行这些步骤,或是必须执行全部所示的步骤才能实现期望的结果。附加的或备选的,可以省略某些步骤,将多个步骤合并为一个步骤执行,以及/或者将一个步骤分解为多个步骤执行等。
在本公开的示例性实施例中,还提供了一种信息处理装置,应用于在移动终端上运行一游戏应用,在所述移动终端的触控屏幕上渲染生成一图形用户界面,所述图形用户界面至少包括部分游戏场景,至少一虚拟对象,一游戏角色,准星以及一执行控件,所述准星用于瞄准所述游戏场景中的所述虚拟对象,所述执行控件用于控制所述游戏角色对所述虚拟对象执行相应的游戏操作,所述装置包括:如图7所示,所述信息处理装置10可以包括:提供模块101、检测获取模块102、判定模块103、设置模块104以及切换模块105。其中:
提供模块,被配置为在所述图形用户界面上提供一切换控件;
检测获取模块,被配置为当检测到所述准星位于所述虚拟对象上时,获取所述虚拟 对象的类型;
判定模块,被配置为根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;
设置模块,被配置为当所述游戏角色装备的第一虚拟工具与所述虚拟对象不匹配时,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的待切换目标;以及
切换模块,被配置为响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。
上述中各信息处理装置模块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,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。
在本公开的示例性实施例中,还提供了一种能够实现上述方法的电子设备。
所属技术领域的技术人员能够理解,本公开的各个方面可以实现为系统、方法或程序产品。因此,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施方式、完全的软件实施方式(包括固件、微代码等),或硬件和软件方面结合的实施方式,这里可以统称为“电路”、“模块”或“系统”。
下面参照图8来描述根据本公开的这种实施方式的电子设备600。图8显示的电子设备600仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
如图8所示,电子设备600以通用计算设备的形式表现。电子设备600的组件可以包括但不限于:上述至少一个处理单元610、上述至少一个存储单元620、连接不同系统组件(包括存储单元620和处理单元610)的总线630、显示单元640。
其中,所述存储单元存储有程序代码,所述程序代码可以被所述处理单元610执行,使得所述处理单元610执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤。
存储单元620可以包括易失性存储单元形式的可读介质,例如随机存取存储单元(RAM)6201和/或高速缓存存储单元6202,还可以进一步包括只读存储单元(ROM)6203。
存储单元620还可以包括具有一组(至少一个)程序模块6205的程序/实用工具6204,这样的程序模块6205包括但不限于:操作系统、一个或者多个应用程序、其它程序模块 以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。
总线630可以为表示几类总线结构中的一种或多种,包括存储单元总线或者存储单元控制器、外围总线、图形加速端口、处理单元或者使用多种总线结构中的任意总线结构的局域总线。
电子设备600也可以与一个或多个外部设备700(例如键盘、指向设备、蓝牙设备等)通信,还可与一个或者多个使得用户能与该电子设备600交互的设备通信,和/或与使得该电子设备600能与一个或多个其它计算设备进行通信的任何设备(例如路由器、调制解调器等等)通信。这种通信可以通过输入/输出(I/O)接口650进行。并且,电子设备600还可以通过网络适配器660与一个或者多个网络(例如局域网(LAN),广域网(WAN)和/或公共网络,例如因特网)通信。如图所示,网络适配器660通过总线630与电子设备600的其它模块通信。应当明白,尽管图中未示出,可以结合电子设备600使用其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理单元、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。
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,根据本公开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、终端装置、或者网络设备等)执行根据本公开实施方式的方法。
在本公开的示例性实施例中,还提供了一种计算机可读存储介质,其上存储有能够实现本说明书上述方法的程序产品。在一些可能的实施方式中,本公开的各个方面还可以实现为一种程序产品的形式,其包括程序代码,当所述程序产品在终端设备上运行时,所述程序代码用于使所述终端设备执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤。
参考图9所示,描述了根据本公开的实施方式的用于实现上述方法的程序产品800,其可以采用便携式紧凑盘只读存储器(CD-ROM)并包括程序代码,并可以在终端设备,例如个人电脑上运行。然而,本公开的程序产品不限于此,在本文件中,可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。
所述程序产品可以采用一个或多个可读介质的任意组合。可读介质可以是可读信号介质或者可读存储介质。可读存储介质例如可以为但不限于电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。可读存储介质的更具体的例子(非 穷举的列表)包括:具有一个或多个导线的电连接、便携式盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。
计算机可读信号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。可读信号介质还可以是可读存储介质以外的任何可读介质,该可读介质可以发送、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。
可读介质上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、RF等等,或者上述的任意合适的组合。
可以以一种或多种程序设计语言的任意组合来编写用于执行本公开操作的程序代码,所述程序设计语言包括面向对象的程序设计语言—诸如Java、C++等,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算设备上执行、部分地在用户设备上执行、作为一个独立的软件包执行、部分在用户计算设备上部分在远程计算设备上执行、或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN),连接到用户计算设备,或者,可以连接到外部计算设备(例如利用因特网服务提供商来通过因特网连接)。
此外,上述附图仅是根据本公开示例性实施例的方法所包括的处理的示意性说明,而不是限制目的。易于理解,上述附图所示的处理并不表明或限制这些处理的时间顺序。另外,也易于理解,这些处理可以是例如在多个模块中同步或异步执行的。
本领域技术人员在考虑说明书及实践这里公开的内容后,将容易想到本公开的其他实施例。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。
Claims (13)
- 一种信息处理方法,其中,应用于在移动终端上运行一游戏应用,在所述移动终端的触控屏幕上渲染生成一图形用户界面,所述图形用户界面至少包括部分游戏场景,至少一虚拟对象,一游戏角色,准星以及一执行控件,所述准星用于瞄准所述游戏场景中的所述虚拟对象,所述执行控件用于控制所述游戏角色对所述虚拟对象执行相应的游戏操作,所述方法包括:在所述图形用户界面上提供一切换控件;当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;若否,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的待切换目标;响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。
- 如权利要求1所述的方法,其中,所述将所述第二虚拟工具设置为所述切换控件的切换目标步骤之后还包括:控制所述切换控件的图标由初始状态切换显示为第二虚拟工具。
- 如权利要求1或2所述的方法,其中,所述方法还包括:控制所述执行控件的图标由所述第一虚拟工具切换为所述第二虚拟工具。
- 如权利要求3所述的方法,其中,所述控制所述执行控件的图标由所述第一虚拟工具切换为所述第二虚拟工具步骤之后还包括:控制所述切换控件切换至初始状态。
- 如权利要求1所述的方法,其中,所述方法还包括:当检测到所述准星离开所述虚拟对象时,控制所述切换控件切换至初始状态。
- 如权利要求4或5所述的方法,其中,所述方法还包括:响应于所述初始状态下所述切换控件上的第三触控操作,获取所述游戏角色可装备的多个第一虚拟工具,根据预设切换规则,控制所述游戏角色装备的所述第一虚拟工具在多个所述第一虚拟工具之间进行切换。
- 如权利要求4或5所述的方法,其中,所述方法还包括:响应于所述初始状态下所述切换控件上的第二触控操作,获取所述游戏角色上一次装备的第三虚拟工具,将所述游戏角色装备的第二虚拟工具替换为所述第三虚拟工具;其中,所述第二虚拟工具与第三虚拟工具的类型不同。
- 如权利要求2所述的方法,其中,所述控制所述切换控件的图标由初始状态切换显示为第二虚拟工具步骤之前还包括:控制所述切换控件的显示状态。
- 如权利要求8所述的方法,其中,所述显示状态包括以下至少之一:颜色、亮度、透明度、大小。
- 如权利要求1所述的方法,其中,所述方法还包括:响应于所述执行控件上的第四触控操作,控制所述游戏角色对所述虚拟对象执行相应的游戏操作。
- 一种信息处理装置,其中,应用于在移动终端上运行一游戏应用,在所述移动终端的触控屏幕上渲染生成一图形用户界面,所述图形用户界面至少包括部分游戏场景,至少一虚拟对象,一游戏角色,准星以及一执行控件,所述准星用于瞄准所述游戏场景中的所述虚拟对象,所述执行控件用于控制所述游戏角色对所述虚拟对象执行相应的游戏操作,所述装置包括:提供模块,被配置为在所述图形用户界面上提供一切换控件;检测获取模块,被配置为当检测到所述准星位于所述虚拟对象上时,获取所述虚拟对象的类型;判定模块,被配置为根据所述虚拟对象的类型,判定所述游戏角色装备的第一虚拟工具是否与所述虚拟对象的类型相匹配;设置模块,被配置为当所述游戏角色装备的第一虚拟工具与所述虚拟对象不匹配时,根据所述虚拟对象的类型获取与所述虚拟对象相匹配的第二虚拟工具,并将所述第二虚拟工具设置为所述切换控件的待切换目标;以及切换模块,被配置为响应于所述切换控件的第一触控操作,将所述游戏角色装备的所述第一虚拟工具切换为所述第二虚拟工具。
- 一种计算机可读存储介质,其上存储有计算机程序,其中,所述计算机程序被处理器执行时实现权利要求1-10中任意一项所述的信息处理方法。
- 一种电子设备,其中,包括:处理器;以及存储器,用于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1-0中任意一项所述的信息处理方法。
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