WO2020168681A1 - 信息处理方法、处理装置、电子设备和存储介质 - Google Patents

信息处理方法、处理装置、电子设备和存储介质 Download PDF

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Publication number
WO2020168681A1
WO2020168681A1 PCT/CN2019/097539 CN2019097539W WO2020168681A1 WO 2020168681 A1 WO2020168681 A1 WO 2020168681A1 CN 2019097539 W CN2019097539 W CN 2019097539W WO 2020168681 A1 WO2020168681 A1 WO 2020168681A1
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WIPO (PCT)
Prior art keywords
sub
virtual object
identifier
information
display
Prior art date
Application number
PCT/CN2019/097539
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English (en)
French (fr)
Inventor
李雪妹
Original Assignee
网易(杭州)网络有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Priority to US17/056,016 priority Critical patent/US11975262B2/en
Priority to JP2021549352A priority patent/JP7256283B2/ja
Publication of WO2020168681A1 publication Critical patent/WO2020168681A1/zh

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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04815Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
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    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04883Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
    • GPHYSICS
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    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2021Shape modification

Definitions

  • This application relates to the field of game technology, in particular to an information processing method, processing device, electronic equipment and storage medium.
  • the existing method is to display the prompt icon in the 2D graphical user interface, and neither the prompt icon itself nor the game screen has a perspective effect.
  • the prompt icon is displayed in a circular trajectory.
  • the game view screen is a 3D screen, which makes the prompt icon unable to accurately and comprehensively reflect the position of other game characters or NPCs in the 3D game scene, making the player unable to quickly make the prompt icon after seeing the prompt icon in the graphical user interface response.
  • the purpose of the disclosure of this application is to provide an information processing method, device, mobile terminal, and storage medium, so as to overcome at least to a certain extent one or more problems caused by the limitations and defects of related technologies.
  • an embodiment of the present application provides an information processing method, which is applied to a touch terminal that can present a graphical user interface, the graphical user interface including a virtual character and at least part of a game scene, and the method includes: determining First orientation information in the game scene of at least one target virtual object that satisfies the prompt trigger event; determining the sub-identity corresponding to the first orientation information in the first graphic identifier, wherein the first graphic identifier surrounds The virtual character is set; the prompt trigger event is graphically displayed on the graphical user interface through the sub-identification.
  • the first graphic identifier is a game model set in the game scene or a control identifier set in the graphical user interface.
  • the at least one target virtual object that satisfies the prompt event is a sound source within a preset range determined according to the virtual character.
  • the at least one target virtual object that satisfies the prompt event is a virtual object that performs a preset operation on the virtual character.
  • the first graphic identifier includes at least two sub-identities, wherein the sub-identities are used to prompt the orientation information of the target virtual object; each sub-identity includes at least two display positions, so The display position is arranged around the virtual character with a preset height interval.
  • the sub-identity includes a plurality of identification units; the method further includes: determining the target number of the target virtual object corresponding to the sub-identity, and controlling to display a corresponding number of the identifiers according to the target number unit.
  • the first graphic identifier includes at least two sub-identities; the display size of the sub-identity is determined according to the positional relationship between the sub-identity and the virtual character.
  • a corresponding relationship between the sub-identifier and the relative position information of the virtual character is established in advance;
  • the first position information is the relative position relationship between the target virtual object and the virtual character;
  • the first determination is
  • the step of the sub-identity corresponding to the first position information in the graphic identifier is: determining the sub-identity corresponding to the first position information according to the first position information and the corresponding relationship.
  • the first orientation information includes at least one of the following information: height information and direction information on a horizontal plane.
  • the first graphic logo includes a basic graphic logo and a height graphic logo, wherein the basic graphic logo is displayed on the graphical user interface with a first display parameter, and the height graphic logo is performed with a second display parameter. display.
  • the step of graphically displaying the prompt trigger event by the sub-identifier on the graphical user interface is: controlling the sub-identity to be distinguished from the third display of the first display parameter and the second display parameter The parameters are displayed.
  • the type of the target virtual object includes: an enemy character and a teammate character; the third display parameter includes a color parameter; and the control of the sub-identity is different from the first display parameter and the second display
  • the step of displaying the third display parameter of the parameter includes: controlling the sub-identifier to display with a corresponding color parameter according to the type of the target virtual object.
  • the first graphic identifier includes at least two sub-identities, wherein the sub-identities are used to prompt the location information of the target virtual object; each of the sub-identities includes at least two display positions, The display is arranged around the virtual character at preset horizontal intervals.
  • a corresponding relationship between the sub-identifier and the relative position information of the virtual character is established in advance;
  • the first position information is the relative position relationship between the target virtual object and the virtual character;
  • the first determination is
  • the step of the sub-identity corresponding to the first position information in the graphic identifier is: determining the sub-identity corresponding to the first position information according to the first position information and the corresponding relationship, and the first position information
  • the information includes direction information on the horizontal plane.
  • controlling the first graphic logo to display in the first display parameter in advance; the step of graphically displaying the prompt trigger event on the graphical user interface of the sub logo is: controlling the sub logo to distinguish Display in the second display parameter of the first display parameter.
  • the type of the target virtual object includes: an enemy character and a teammate character; the second display parameter includes a color parameter; and the second display that controls the sub-identifier to be distinguished from the first display parameter
  • the step of displaying the parameters includes: controlling the sub-identifier to display with corresponding color parameters according to the type of the target virtual object.
  • the method further includes: responding to a control instruction to control the graphical user interface to switch from a first game screen to a second game screen, wherein the second game screen is the corresponding sub-identifier according to the The game screen determined by the second orientation information in the game scene.
  • An embodiment of the present application further provides an information processing device, the information processing device includes: a detection component configured to determine first orientation information in the game scene of at least one target virtual object that satisfies the prompt trigger event; The determining component is configured to determine the sub-identity corresponding to the first orientation information in the first graphic identifier, wherein the first graphic identifier is set around the virtual character; the display component is set to be in the location through the sub-identity The prompt trigger event is graphically displayed on the graphical user interface.
  • An embodiment of the present application also provides an electronic device, including: a processor; and a memory, configured to store executable instructions of the processor; wherein the processor is configured to execute by executing the executable instructions The above-mentioned information processing method.
  • An embodiment of the present application further provides a computer-readable storage medium that stores a program, and the program is executed by a processor to implement the above-mentioned information processing method.
  • the first graphic logo is set around the virtual character, so that the first graphic logo has a visual stereoscopic effect on the graphic user interface, and the first graphic logo includes A plurality of sub-identifiers corresponding to different directions respectively.
  • the first orientation information of the target virtual object is obtained, and the first orientation information corresponding to the first graphic identifier is determined Sub-identification, and then display the sub-identification on the graphical user interface to display the corresponding prompt trigger event.
  • the sub-identifications set around the virtual character can clearly and comprehensively correspond to the spatial position of the target virtual object in the game scene, so that the user can intuitively understand the position of the target virtual object in the game.
  • Figure 1 is a prompt icon scheme in the prior art
  • FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the application
  • FIG. 3 is a flowchart of an information processing method provided by an embodiment of this application.
  • FIG. 4 is a schematic diagram of a first graphic identifier set around a virtual character provided by an embodiment of this application;
  • FIG. 5 is a schematic diagram of an indicator icon provided by an embodiment of the application.
  • FIG. 6 is a schematic diagram of layers of a graphical user interface provided by an embodiment of the application.
  • FIG. 7 are schematic diagrams of a ring-shaped first graphic identifier provided by an embodiment of this application.
  • FIG. 8 is a schematic diagram of a process of displaying a first graphic identifier on a graphical user interface provided by an embodiment of this application;
  • FIG. 9 are schematic diagrams of the first graphic identifiers of different display parameters provided by an embodiment of this application.
  • FIG. 10 is a schematic diagram of a display position provided by an embodiment of the application.
  • FIG. 11 are schematic diagrams of the basic graphic identifier and the height graphic identifier provided by an embodiment of this application;
  • FIG. 12 is a schematic diagram of an identification unit provided by an embodiment of this application.
  • FIG. 13 is a flowchart of an information processing method provided by an embodiment of this application.
  • FIG. 14 is a flowchart of a method for controlling a game character according to an embodiment of the application.
  • 15 is a schematic diagram of a preset operation area provided by an embodiment of this application.
  • 16 is a schematic diagram of determining a sub-identity with a higher priority provided by an embodiment of the application.
  • FIG. 17A and FIG. 17B are schematic diagrams of adjusting the visual field in response to a visual field adjustment touch command provided by an embodiment of the application;
  • FIG. 18 is a composition diagram of an information processing device provided by one of the embodiments of this application.
  • FIG. 19 is a composition diagram of a game character control device provided by one of the embodiments of this application.
  • FIG. 20 is a composition diagram of an electronic device provided by one of the embodiments of this application.
  • FIG. 21 is a schematic structural diagram of a computer-readable storage medium according to an embodiment of the disclosure.
  • trigger events disclosed in this specification can be set in advance, or can be set in real time according to the user's operating instructions during the running of the program, and different trigger events can trigger the execution of different functions.
  • Fig. 3 illustrates a disclosed information processing method according to an embodiment.
  • the information processing method provided in an optional embodiment is executed on an electronic device.
  • the electronic device may be any terminal device such as a computer, a tablet computer, or a mobile terminal.
  • the graphical user interface 10 is obtained by executing a software application on the processor of the electronic device and rendering on the touch display of the electronic device, and the content displayed by the graphical user interface 10 includes at least a part or all of the game.
  • the screen 20, the game screen 20 includes a game scene and at least one virtual object 21, wherein the size of the graphical user interface 10 can be the same as the size of the game screen 20, that is, the game screen 20 is displayed in full screen.
  • the game screen 20 may include virtual resources 22 with relatively fixed positions, for example, virtual resources 22 such as ground, mountains, rocks, flowers, grass, trees, and buildings.
  • the virtual object 21 can be the virtual object 21 of the enemy camp, or the virtual object 21 of the own camp.
  • the virtual object 21 can implement corresponding behaviors in the game scene in response to the user's operation. For example, the user can control the virtual object 21 in the game scene. Actions such as walking, running, squatting, lying, attacking, shooting, etc. are not restricted in this application.
  • the current screen content of the game screen 20 corresponds to the current presentation field of view of the virtual object 21.
  • the presentation field of view is related to the orientation of the virtual object 21.
  • the game program forms the game screen 20 displayed in the graphical user interface 10 of the electronic device by rendering the corresponding game scene in the current orientation of the virtual object 21, and uses the current game
  • the screen 20 serves as the current visual field of the virtual object 21, such as the game screen 20 shown in FIG. 2. It should be noted that the orientation of the virtual object 21 is usually bound to the virtual camera.
  • the virtual camera can be the user's "eyes" in the game, and the virtual camera can be set on the head of the virtual object 21;
  • a virtual camera can be set up behind the virtual object 21, and the game scene containing the virtual object 21 can be photographed.
  • the current position of the virtual object 21 in the game scene is determined according to the movement of the virtual object 21 in the game scene, so as to determine the position of the virtual camera in the game scene according to the current position of the virtual object 21 in the game scene; another On the one hand, according to the current orientation of the virtual object 21 in the game scene, the orientation of the virtual camera in the game scene is determined.
  • the current position and orientation of the virtual camera are determined according to the position and orientation of the virtual object 21 in the game scene, and further, the present field of view of the game screen on the graphical user interface 10 is determined according to the current position and orientation of the virtual camera.
  • the game program When receiving the viewing angle adjustment touch instruction, the game program renders the presentation field of view corresponding to the changed game screen according to the viewing angle adjustment touch instruction. It should be noted that when the viewing angle is adjusted through the viewing angle adjustment touch command, the orientation of the virtual object 21 is not changed. In other embodiments, the orientation of the virtual object 21 may also be changed at the same time.
  • the information processing method provided in an optional embodiment is applied to a touch terminal that can present a graphical user interface, and referring to FIG. 4, the graphical user interface includes a virtual character and at least part of a game scene, including the following steps :
  • Step S310 Determine first orientation information in the game scene of at least one target virtual object that meets the prompt trigger event
  • Step S330 Determine the sub-identity corresponding to the first orientation information in the first graphic identifier, wherein the first graphic identifier is set around the virtual character;
  • Step S350 Graphically display the prompt trigger event on the graphical user interface through the sub-identifier.
  • the first graphic logo is set around the virtual character, so that the first graphic logo is displayed on the graphical user interface with a visual three-dimensional effect.
  • the first graphic identifier includes a plurality of sub-identities, which respectively correspond to different directions.
  • the sub-identifications set around the virtual character can clearly and comprehensively correspond to the spatial position of the target virtual object in the game scene, so that the user can intuitively understand the position of the target virtual object in the game.
  • the existing direct-viewing effect 2D prompt icon displayed on the graphical user interface it can only indicate the two-dimensional orientation of the target object in the 3D game scene.
  • the above-mentioned embodiments provided by this application can be used as the first A graphic mark can accurately and comprehensively indicate the spatial position of the target virtual object in the 3D game scene, so that the player can more intuitively establish the correspondence between the first graphic mark and the scene information in the 3D game scene, and improve the player's physical examination.
  • the information processing method is applied to a touch terminal that can present a graphical user interface
  • the graphical user interface includes a virtual character and at least part of a game scene
  • the virtual character is currently running on an electronic device
  • the visual field of presentation of the virtual object corresponding to the current screen content of the game screen can be changed by adjusting the perspective or orientation of the virtual object.
  • the method includes:
  • Step 1310 Determine first orientation information in the game scene of at least one target virtual object that meets the prompt trigger event.
  • the target virtual object is a virtual resource 20 or virtual object 10 that meets the prompt trigger event in the game scene.
  • the satisfying prompt trigger event is a game event related to the virtual character determined according to the game logic.
  • the at least one target virtual object satisfying the prompt event is a sound source within a preset range determined according to the virtual character.
  • the sound source can be a virtual resource that makes a sound, for example, a door that makes a closing sound, or a glass window that makes a broken sound; the sound source can also be a virtual object that makes a sound, for example, an enemy virtual object that makes a walking sound, making gunshots Virtual object.
  • the preset range determined according to the virtual character is a preset range determined according to the character attribute of the virtual character, where the character attribute may include one or more of the following: position information of the virtual character, skill information,
  • the preset range determined according to the position information of the virtual character is a circular area with the current position of the virtual character as the center and the preset distance from the virtual character as the radius; according to the virtual character's viewing distance information
  • the determined preset range is a circular area centered on the current position of the game character and the virtual character’s line of sight as the radius; when determining the range, the preset area corresponding to the virtual character’s skill information can be used as the preset range. It is also possible to determine the corresponding values of other character attributes used to determine the preset range according to the skill information, and then determine the preset range according to the corresponding values of the character attributes used to determine the preset range.
  • At least one target virtual object that satisfies the prompt event is a virtual object that performs a preset operation on the virtual character, where the preset operation is that a virtual object determined according to game logic can occur with the virtual character
  • the act of collision for example, hitting a virtual character with unarmed hands at close range, or hitting a virtual character with a gun.
  • the different target virtual objects that meet the prompt event in the foregoing embodiment may exist at the same time.
  • only part of the target virtual objects may be determined according to a preset selection condition.
  • the type of the virtual object is determined according to the preset priority rule, where the type of the virtual object is used in An indicator icon corresponding to the type is displayed on the graphical user interface, as shown in Figure 5.
  • the virtual object is a target virtual object that performs a preset operation on the virtual character, not a sound source virtual object.
  • the first orientation information is three-dimensional information of the virtual object.
  • the three-dimensional information includes height information and position information on the horizontal plane. It should be noted that the determination of the horizontal plane can be determined according to the coordinate system establishment rules in the game, or according to the needs of the user. Determine, for example, in a three-dimensional coordinate system defined by X-axis, Y-axis, and Z-axis, the surface defined by X-axis and Y-axis can be the horizontal plane, then the information of Z-axis is height information, and the same , The plane determined by the X axis and the Z axis can be regarded as the horizontal plane, then the information of the Y axis is the height information. In an optional implementation manner, the three-dimensional information may also include other information corresponding to the type of orientation information in the game scene.
  • the first orientation information is three-dimensional information of the virtual object in the game scene.
  • a game world coordinate system is established.
  • the world coordinate system is a three-dimensional coordinate system.
  • the positions of virtual resources and virtual objects in the game scene are determined by the coordinate values in the world coordinate system.
  • the first orientation information is the relative positional relationship between the target virtual object and the virtual character.
  • the relative positional relationship is still a three-dimensional relationship, wherein the relative positional relationship is determined by The position information of the target virtual object and the virtual character is determined, for example, a three-dimensional vector.
  • the position information of the target virtual object is (X1, Y1, Z1)
  • the position information of the virtual character is (X2, Y2, Z2)
  • the relative positional relationship is ((X1-X2)(Y1-Y2)(Z1-Z2)).
  • the three-dimensional relationship can also be determined in other ways, as long as the accurate position of the target virtual object can be determined.
  • the first orientation information of the target virtual object is determined.
  • the first orientation information is composed of three-dimensional information that determines the unique position of the target virtual object.
  • the combination of the first orientation information and the first graphic identifier can indicate the target virtual object.
  • the precise position of the object facilitates the player to quickly and accurately learn the specific orientation of the target virtual object through the current game screen, but the existing way of prompting icons in the game cannot clearly indicate the three-dimensional orientation information of the target virtual object in the game.
  • the first orientation information is two-dimensional information of the virtual object.
  • the two-dimensional information is orientation information on the horizontal plane of the target virtual object.
  • the first orientation information is two-dimensional information of the virtual object in the game scene.
  • the first orientation information is a relative position relationship between the target virtual object and the virtual character, wherein the relative position relationship is a two-dimensional relationship.
  • the first graphic logo has a perspective stereo effect
  • the first graphic logo can be more intuitive than the existing prompt icon Displaying the position of the target virtual object in the game makes it possible to achieve a more comprehensive indication effect with less data information, which improves the player experience while not bringing rich computing requirements to the system.
  • Step S1330 Determine the sub-identity corresponding to the first orientation information in the first graphic identifier, wherein the first graphic identifier is set around the virtual character.
  • the electronic device includes a display screen, and the display screen displays the running content through a graphical user interface display interface.
  • the graphical user interface includes control layers and displays for displaying interactive controls.
  • the first graphic identifier is a graphic identifier displayed in the graphic user interface.
  • the first graphic identifier is a game model set in the game scene, and the game model is combined with the virtual character by way of model attachment. The player displays the game screen through the current display interface. See the first graphic logo.
  • the first graphic identifier surrounding the game character is set in the game scene, so that the first graphic identifier and the game scene are more realistically combined, and the position of the target virtual object in the game can be more intuitively and accurately indicated.
  • the first graphic logo is a control logo set in the graphical user interface.
  • the first graphic logo is set on a control layer of the graphical user interface, and the display position of the logo can be Fixed at a specific display position, the display position of the control identifier can also be determined according to the display position of the virtual character on the game screen.
  • the specific determination method can be determined according to the display logic of the game. For example, when the virtual character is displayed in the game screen When the position is variable, the display position of the control identifier is determined according to the display position of the virtual character on the game screen; when the display position of the virtual character in the game screen is immutable, it is preset at a specific display position of the graphical user interface.
  • the first graphic logo is arranged around the game character.
  • the first graphic identifier is a circular game model set in the game scene, and the virtual character passes through the circular game model.
  • the first graphic The logo is a circular game model, which is set on the periphery of the virtual character.
  • the first graphic identifier is a control identifier provided in the graphical user interface
  • the first graphic identifier is a perspective plane geometric shape identifier
  • the display position of the first graphic identifier on the graphical user interface is the same as The positions displayed by the virtual characters on the game screen intersect.
  • the shape of the first graphic logo on the graphical user interface is a shape with a perspective effect formed when a circle is drawn according to perspective
  • the shape combined with the game screen has a perspective effect, such as , Taking the graphical user interface as the perspective screen, and taking the plane at a certain angle with the perspective screen as the base plane, for example, parallel to the ground.
  • the shape of the first graphic logo in the graphical user interface is located on the base plane as viewed through the perspective screen.
  • this embodiment emphasizes the presentation state of the first graphic logo on the graphical user interface, not the state of the first graphic logo during game production, for example, the first graphic logo It is circular when it is made, and when the game is running, it is displayed with a perspective effect, so that the first graphic logo is displayed as an oval on the graphical user interface.
  • the first graphic logo has a three-dimensional perspective effect
  • the first graphic logo with a three-dimensional perspective effect can effectively represent the orientation information in the 3D game scene.
  • the first orientation information of the target virtual object is used to determine the corresponding sub-identity with the stereoscopic perspective effect in the first graphic identification with the stereoscopic perspective effect, and the stereoscopic perspective effect of the sub-identity can clearly reflect the first orientation information of the target virtual object. In this way, the user can intuitively understand the position of the target virtual object in the game.
  • the first graphic identity includes at least two sub-identities, and the at least two sub-identities together constitute the first graphic identity.
  • the sub-identifier is used to prompt the location information of the target virtual object.
  • the number of sub-identities of the first graphic logo is a preset value.
  • the number of sub-identities of the first graphic logo is a preset value of 8.
  • the number of the sub-identities of the first graphic identifier being a preset value can be determined according to the correspondence between the orientation range of the virtual character and the preset number. For example, in a racing game, The orientation range of the virtual character is 145 degrees, so the corresponding preset value is 4.
  • a setting interface is provided for the player to set the number of sub-identities of the corresponding first graphic identity.
  • the sub-identifiers of the first graphic identifier have different display sizes.
  • the display size of the sub-identity is determined according to the positional relationship between the sub-identity and the virtual character.
  • the first display of the sub-identity facing forward of the virtual character is The size is smaller than the second display size of the sub-identity located behind the virtual character.
  • the sub-identity is configured with a preset function.
  • the preset function is to control the virtual character to rotate to the orientation corresponding to the sub-identity, and when it is determined that the sub-identity is triggered, control the virtual character to execute and sub-identity
  • the corresponding preset function is to control the orientation of the virtual character to be adjusted to the angle corresponding to the sub-identification.
  • the screen displayed on the screen of the electronic device is usually a screen related to the orientation or viewing angle of the game character. That is to say, when the target virtual object is detected in front of the game character, it is easier for the player The target virtual object is found on the screen, so it is less likely to change the direction of the virtual character or the viewing angle by clicking on the sub-logo.
  • the display size of the sub-identity is determined according to the positional relationship between the sub-identity and the virtual character, so that the display size of the sub-identity on the graphical user interface is more convenient for the user to touch, and the user experience is improved.
  • the sub-identity is created in advance, and the display parameter of the sub-identity is determined by setting the initial first display parameter of the first graphic identity.
  • the first display parameter may be a transparent value with a value of 0. It is not displayed in the graphical user interface, as shown in Figure 9A; the first display parameter can be a transparent value of 30.
  • the outline of the first graphical logo can be displayed in the graphical user interface, as shown in Figure 9B Show.
  • the step of graphically displaying the prompt trigger event by the sub-identifier on the graphical user interface is: controlling the sub-identity to display a second display parameter that is different from the first display parameter , Wherein the second display parameter is distinguished from the first display parameter by setting different parameter values, as shown in the sub-identity A in FIG. 9C, the sub-identity A is displayed as a second display parameter that is different from other sub-identities, So that the player can know the specific sub-identity that is determined, for example, by adjusting the transparency value, color value or size.
  • the sub-identity is created in advance, so that after determining the sub-identity corresponding to the first orientation information, the purpose of indicating the orientation of the target virtual object through the sub-identity can be achieved by adjusting the display parameters. In this way, the calculation can be improved. speed.
  • the sub-identities that make up the first graphic identity are not created in advance, the first orientation information of the target virtual object is acquired, the display position determination rules of the sub-identities are preset, and the display position is determined according to the first orientation information and the display position.
  • the determination rule determines the display position of the sub-identity, and controls the generation of the sub-identity at the display position.
  • the first graphic logo provides at least two display positions for the sub-logos, and the first graphic logo with the corresponding indication effect is formed by displaying the sub-logos in different display positions.
  • the provision of at least two display positions for the sub-identity mentioned here can refer to controlling the same sub-identity to be displayed on another display position from the current display position, or it may mean that different sub-identifications are displayed in different The display position, the specific method, can be determined according to the actual situation.
  • the first graphic logo includes 24 sub-logos, each of which constitutes a group of 8 sub-logos, and is divided into three groups.
  • the 8 sub-logos of each group are arranged in a circle around the virtual character through the display position to form a layer of graphic logos.
  • a three-layer graphic logo is formed, and each group of layer logos is set at a preset height, and the height information of the target virtual object indicated by the sub-identity on the upper layer is higher than the height information of the target virtual object indicated by the sub-identity on the lower layer.
  • a first graphic identifier with a perspective effect can be established, and the sub-identifiers arranged according to a preset height are used to represent target virtual objects with different height information, so that the first graphic identifier can more comprehensively indicate the target virtual object
  • the precise position in the game, compared to the existing flat and non-perspective prompt icons provided on the graphical user interface, the first graphical identification provided in this application combined with the first orientation information of the target virtual object in the game can be realized Indicates target virtual objects at different heights in the game scene.
  • the first graphic identifier includes a basic graphic identifier and a height graphic identifier, wherein both the basic graphic identifier and the height graphic identifier are composed of the aforementioned at least two sub-identities.
  • the basic graphic identifier is at least an identifier corresponding to the height of the horizontal plane in the game scene
  • the height graphic identifier is an identifier set at a preset height interval from the basic graphic identifier
  • the height graphic identifier is at least the same as The logo corresponding to the non-horizontal height in the game scene.
  • the basic graphic logo not only corresponds to the height of the horizontal plane, but also corresponds to the direction information on the horizontal plane (for example, the east direction).
  • the height graphic logo corresponds to the game
  • the non-horizontal height in the scene may be a valley below the horizontal plane, or a house
  • the height graphic identifier corresponds to the direction information on the corresponding horizontal plane (for example, the east direction), for example, the roof facing the east.
  • the basic graphic identifier is at least an identifier corresponding to the height of the virtual character's current position
  • the height graphic identifier is an identifier set at a preset height interval from the basic graphic identifier
  • the height graphic identifier In order to at least correspond to the height of the non-virtual character, the example is different from the previous example only in the selection of the position information, so it will not be repeated.
  • the basic graphic identifier is displayed on the graphical user interface with a first display parameter
  • the height graphic identifier is displayed with a second display parameter.
  • the second display parameter includes a transparency parameter, wherein the value of the transparency is 0, that is, the graphical user interface can only display the basic graphic identifier displayed by the first display parameter , And the transparency of the height graphic logo is 0.
  • the second display parameter is the same as the first display parameter, that is, in the initial state, the control basic graphic identifier and the height graphic identifier are displayed on the graphic user with the first display parameter. Interface.
  • the sub-identifier graphically displays the step of prompting the trigger event on the graphical user interface
  • it may be implemented in the following manner: controlling the sub-identifier to distinguish from the first display parameter and the second display parameter
  • the third display parameter of the display parameter is displayed, for example, the sub-identification B in FIG. 11A, that is, the third display parameter that is different from the first display parameter and the second display parameter is displayed.
  • the basic graphic logo is always displayed on the graphical user interface as a reference.
  • the sub-identity in the height graphic logo corresponding to the target virtual object is displayed with the third display parameter, the height graphic logo and the basic graphic logo
  • the relative position relationship can clearly and comprehensively show the position of the target virtual object in the game.
  • the target virtual object includes category information.
  • the category information includes: enemy characters and teammate characters.
  • the step of controlling the sub-identity to display a third display parameter different from the first display parameter and the second display parameter further includes: controlling the sub-identity to correspond to the type of the target virtual object Color parameters are displayed.
  • the third display parameter includes a color parameter, and the corresponding relationship between the target virtual object type and the color parameter is established in advance.
  • the first type information of the target virtual object is obtained, and then according to the target virtual object type
  • the corresponding relationship with the color parameter and the first type information determine the color parameter in the third display parameter, and control the sub-identifier to display with the corresponding color parameter.
  • the color parameter corresponding to the enemy character is red
  • the color parameter corresponding to the teammate character is red.
  • the at least two display positions are arranged around the virtual character at a preset horizontal interval.
  • the first graphic logo includes 8 sub-identities, and the 8 sub-identities surround the virtual character at a preset horizontal interval. Set in a ring.
  • the first graphic logo set around the virtual character can clearly indicate the position of the target virtual object in the game, for example, whether it is located in front of or behind the game character, compared to the existing graphical user interface. Provides a flat reminder icon without perspective effect. After the player sees the reminder icon on the graphical user interface, there is a certain plane-to-space cognitive conversion cost. After the player gets the reminder icon, it is easy to lose the target and cannot find it.
  • the position of the target virtual object, the first graphic identifier with a sense of space provided by this application combined with the first position information of the target virtual object in the game can directly indicate the position of the target virtual object in the game, reducing the cognitive conversion of the user Cost and improve user experience.
  • the above-mentioned implementations of at least two display positions are not mutually exclusive, but can be combined as required.
  • the multiple sub-identities of the first graphic logo can be in the height direction. Set at a preset height interval, and set at a preset horizontal interval between sub-identifiers in the horizontal direction.
  • the first position information is the relative position relationship between the target virtual object and the virtual character.
  • the first orientation information may include height information and direction information on the horizontal plane. In other embodiments, the first orientation information may only include direction information on the horizontal plane. Among them, the height information and the direction information on the horizontal plane are both relative information, and the specific content has been recorded in the foregoing, and will not be repeated here.
  • the relative position information of the virtual character refers to the position information of the scene position of a virtual resource or virtual object relative to the virtual character in the game scene.
  • the corresponding relationship between the sub-identifier and the position information in the game scene is established in advance, and the first position information is the position information of the target virtual object in the game scene.
  • the first orientation information may include height information and direction information on the horizontal plane.
  • the first orientation information may only include direction information on the horizontal plane. Among them, the height information and the direction information on the horizontal plane are both the orientation information in the game scene, and the specific content has been recorded in the foregoing, and will not be repeated here.
  • the determination of the sub-identity corresponding to the first orientation information in the first graphic identifier can be performed by the following steps: After obtaining the first orientation information of the target virtual object, determine the first graphic according to the first orientation information and the corresponding relationship. The corresponding sub-identity in the identity.
  • the first orientation information can be generated offline by means of offline data generation to generate a list of the relative positional relationship between the target virtual object and the virtual character. During the running of the game, by acquiring the target orientation information of the target virtual object and After the character position information of the virtual character, the first position information is determined by generating a list of the relative position relationship between the target virtual object and the virtual character offline.
  • the first position information can be achieved by: obtaining the target position information of the target virtual object and the role position information of the virtual character; according to the target position information of the target virtual object and the role position information of the virtual character Obtain the direction vector; determine the first orientation information according to the direction information of the direction vector.
  • the first graphic logo is set in an arrangement with a perspective effect on the graphical user interface, and the sub-identification in the first graphic logo is established with the position information in the game scene or the relative position information with the game character
  • the corresponding sub-identity can be determined through the corresponding relationship and the first position information.
  • Step S1350 Graphically display the prompt trigger event on the graphical user interface through the sub-identifier.
  • the first graphic indicator is controlled in advance to be displayed with the first display parameter, and after the sub-identity is determined in step S1330, the sub-identity is controlled to display the second display parameter different from the first display parameter.
  • the first display parameter includes a first transparency parameter
  • the second display parameter includes a second transparency parameter.
  • the second display parameter that is different from the first display parameter includes a second transparency parameter that is different from the first transparency parameter.
  • the first display parameter and the second display parameter may also include other types of parameters, as long as the values of the parameters can be adjusted to indicate different display effects.
  • the target virtual object includes category information.
  • the category information includes: enemy characters and teammate characters.
  • the step of controlling the sub-identifier to display in a second display parameter that is different from the first display parameter further includes: controlling the sub-identity to display with a corresponding color parameter according to the type of the target virtual object.
  • the second display parameter includes color parameters, and the corresponding relationship between the target virtual object type and the color parameter is established in advance.
  • the corresponding relationship with the color parameter and the first type information determine the color parameter in the second display parameter, and control the sub-identifier to display with the corresponding color parameter.
  • the color parameter corresponding to the enemy character is red
  • the color parameter corresponding to the teammate character is red.
  • the sub-identification is controlled by different color parameters to identify the type of the target virtual object corresponding to the sub-identity, which can better indicate the information of the target virtual object, not only indicating that the target virtual object is in the game
  • the position information in, at the same time indicates the type information of the target virtual object. In this way, the player can be more clearly indicated.
  • the sub-identity includes a plurality of identification units, and each identification unit represents a preset number of target virtual objects corresponding to the sub-identity.
  • the method further includes: determining the target number of the target virtual object corresponding to the sub-identification, and controlling and displaying a corresponding number of the identification units according to the target number.
  • the identification unit For example, if it is determined that the number of target virtual objects that meet the prompt trigger event is 5, and it is determined that the sub-identities corresponding to the 5 first position information of the 5 target virtual objects are all the same sub-identity, then the identification unit’s The number is 5, that is, the 5 identification units are graphically displayed to indicate that the player has 5 target virtual objects at the position corresponding to the first orientation information in the game.
  • the number of identification units constituting a specific sub-identity can be dynamically adjusted, which can reflect the number of target virtual objects in a specific position in the game in real time, and give players a better operating experience.
  • the second display parameter or the third display parameter that controls the display of the sub-identification corresponding to the target virtual object further includes saturation
  • the first orientation information further includes the target virtual object and the virtual character
  • the step of controlling the sub-identifier to display the second display parameter different from the first display parameter further includes: according to the distance information between the target virtual object and the virtual character Control the sub-identification to be displayed with the corresponding saturation.
  • the saturation in the second display parameter is determined according to the preset correspondence relationship between saturation and distance information and distance information Control the sub-identification to be displayed with the corresponding saturation.
  • the above-mentioned content about controlling the sub-identity to be displayed with the corresponding saturation according to the distance information between the target virtual object and the virtual character is also applicable. Do not repeat it here.
  • the above-mentioned embodiment is also applicable to the step of controlling the sub-identifier to display the third display parameter that is different from the first display parameter and the second display parameter, so it will not be repeated here.
  • the distance between the target virtual object and the virtual character can also be identified by adjusting other parameter information, for example, brightness and color equal information, as shown in the identification unit A and the identification unit B in Figure 12, the target virtual object corresponding to the identification unit A The distance from the virtual character is greater than the distance between the target virtual object corresponding to the identification unit B and the virtual character.
  • the movement state of the target virtual object in the game can be reflected in real time, and the movement state of the target virtual object in the game can be reflected more accurately. Indicate the situation of the target virtual object in the game, giving the player a better operating experience.
  • the method provided by the present application further includes: step S1370, responding to the control instruction, controlling the graphical user interface to switch from the first game screen to the second game screen, wherein the second game screen It is a game screen determined according to the second orientation information in the game scene corresponding to the sub-identifier.
  • the control instruction is an instruction triggered by receiving a control operation acting on the terminal.
  • the control operation may be a touch operation, a hovering operation realized by a sensor, or an operation applied through physical input settings.
  • responding to the control instruction can be achieved through the following steps:
  • Step S13701 receiving a touch operation acting on the touch screen
  • Step S13703 When it is determined that the touch operation meets the parameter threshold, a control instruction is triggered.
  • the parameter threshold is that the touch position of the touch operation is within the range corresponding to the sub-identifier.
  • the parameter threshold is the number of touch operations within a preset time period. For example, if two touch operations are detected within the preset time, it is determined that the touch operation meets the parameter threshold, and the control instruction is triggered .
  • the first game screen displayed on the graphical interface is controlled to switch to the second orientation information corresponding to the sub-identification
  • the determined second game screen allows the player to quickly locate the target virtual object in the graphical user interface, provides a brand new interactive experience and game function for the player, and improves the player experience.
  • an embodiment of the present application also provides a game character control method, which is applied to a touch terminal capable of presenting a graphical user interface, the graphical user interface including a virtual character and at least part of a game scene, the method include:
  • Step S1410 Determine at least one target virtual object that meets the prompt trigger event
  • Step S1430 Determine a sub-identity corresponding to the target virtual object in the first graphic identity, where the sub-identity is used to graphically display the prompt trigger event on the graphical user interface;
  • Step S1450 In response to the visual field adjustment touch command, according to the direction information corresponding to the sub-identifier, control to change the current first visual field of the game screen to the second visual field of the game screen determined according to the direction information.
  • control to display the sub-identity corresponding to the target virtual object on the graphical user interface, and after detecting the visual field adjustment touch command, according to the corresponding sub-identity Further determine the game content presented in the game screen according to the direction information, and use the game screen as the second presentation field of view, and control to adjust the current first presentation field of view of the game screen to the second presentation field of view.
  • the player can quickly find the target virtual object in the graphical user interface, providing the player with a brand-new interactive mode and game experience.
  • step S1410 the content related to satisfying the prompt trigger event in step S310 is also applicable to the satisfying prompt trigger event in this step S1410.
  • the preceding description is directly related to or indirectly related to satisfying the prompt trigger event
  • the technical solution in this embodiment is also applicable to the relevant content satisfying the prompt trigger event in this embodiment.
  • the at least one target virtual object that meets the prompt trigger event in step S310 is also applicable to the at least one target virtual object that meets the prompt trigger event in this step S1410.
  • the sub-identity corresponding to the target virtual object may be a sub-identity corresponding to the game parameter of the target virtual object in the game.
  • the game parameter may be an orientation parameter, an orientation parameter, a movement parameter, etc. .
  • the step of determining the sub-identity corresponding to the target virtual object in the first graphic identity may be performed in the following manner:
  • Step S14301 Obtain the first orientation information of the target virtual object
  • Step S14303 Determine the sub-identity corresponding to the first position information in the first graphic identity.
  • the corresponding sub-identity in the first graphic identifier is determined according to the first orientation information of the target virtual object, and the sub-identity is displayed on the graphical user interface visually, so that the sub-identity indicates on the graphical user interface The position of the target virtual object in the game.
  • step S1450 in response to the field of view adjustment touch command, according to the direction information corresponding to the sub-identifier, control to change the current first presentation field of view of the game screen to the second presentation of the game screen determined according to the direction information Vision.
  • the visual field adjustment touch command is an instruction initiated in response to the first control operation acting on the electronic device, wherein the visual field adjustment touch command can control and change the presentation of the game screen Vision.
  • the first control operation may be a touch operation, a hovering operation realized by a sensor, or an operation applied through physical input settings.
  • the touch command in response to the adjustment of the field of view may be performed by the following steps: receiving a touch operation acting on a preset touch area, and triggering a corresponding control command.
  • the preset touch area is the area on the graphical user interface corresponding to the sub-identity corresponding to the target virtual object, such as the area corresponding to the sub-identity A shown in FIG. 15.
  • the preset touch area is a blank area in the graphical user interface, where the blank area refers to an area in the graphical user interface that does not overlap with the function trigger area, and the function trigger area may be the area corresponding to the visible control. , It can also be an invisible area corresponding to a specific function, such as the dotted frame area shown in FIG. 15.
  • the touch operation is a touch operation that is applied to the preset touch area for a predetermined duration. For example, a touch operation that is applied to the preset touch area is received, and the corresponding control instruction is triggered.
  • the steps can be: determining that the area of the sub-control receives a touch operation, as shown in the touch operation A in Figure 15, acquiring the duration of the touch operation, and when the duration exceeds the preset duration, triggering a control instruction; Assuming the touch operation of the touch area, the step of triggering the corresponding control instruction can also be: determining that the blank area on the graphical user interface receives the touch operation, as shown in the touch operation B in Figure 15, and obtaining the duration of the touch operation , When the duration exceeds the preset duration, the control command is triggered.
  • the touch operation is a touch operation that is applied to the preset touch area and meets a preset pressure value.
  • a touch operation that is applied to the preset touch area is received to trigger a corresponding control instruction.
  • the steps can be: determining that the area of the child control receives the touch operation, obtaining the current pressure value of the touch operation, when the current pressure value exceeds the preset pressure value, triggering the control instruction; receiving the touch that acts on the preset touch area Operation, the step of triggering the corresponding control instruction can also be: determining the touch operation received in the blank area on the graphical user interface, obtaining the current pressure value of the touch operation, and triggering the control instruction when the current pressure value exceeds the preset pressure value .
  • the touch operation is a click operation that satisfies a predetermined number of click operations that are applied to the predetermined touch area within a predetermined time period.
  • the touch operation is a double-click operation or a single-click operation.
  • the step of receiving a touch operation acting on a preset touch area and triggering a corresponding control instruction may be: determining the touch operation received in a blank area on the graphical user interface, and determining that the number of click operations received within the preset time period satisfies A preset number, such as a double-click operation, triggers a control instruction; the step of receiving a touch operation acting on a preset touch area and triggering a corresponding control instruction may be: determining that the area of the child control receives the touch operation, and determining that it is in the preset It is assumed that the number of click operations received within the time length meets the preset number. For example, a double-click operation triggers a control instruction.
  • the direction information corresponding to the sub-identifier is the direction information of the sub-identity corresponding to the target virtual object that meets the priority order. It should be noted that there may be multiple virtual objects and virtual resources in the game scene.
  • the target virtual object refers to the virtual object or virtual resource that meets the prompt trigger event.
  • the parameters that affect the priority order include determining the target virtual The determined time of the object, for example, the direction information of the sub-identity corresponding to the target virtual object meeting the priority order is the direction information of the sub-identity corresponding to the target virtual object corresponding to the determined time meeting the preset time sequence, where ,
  • the preset time sequence is the last determined time determined according to the chronological order, for example, the determined time includes 10:31, 10:33, and 10:35, then the determined time determined according to the chronological order is the last The determined time is 10:35.
  • the preset time sequence may also be another sequence determined according to actual needs. For example, as shown in FIG.
  • the sub-identity a in the first graphic identifier corresponds to the target virtual object a
  • the sub-identity b corresponds to the target virtual object b
  • the sub-identity c corresponds to the target virtual object c
  • the determination time of target virtual object a is 10:00
  • the determination time of target virtual object b is 10:05
  • the determination time of target virtual object c is 10:10
  • the direction information corresponding to the sub-identifier in step S1450 is the target The direction information corresponding to the sub-identification c corresponding to the virtual object c.
  • the steps of the method for controlling a game character provided by the present application may further include recording the determined time of the target virtual object in the following manner, and the step S1450 may be performed in the following manner:
  • the parameters that affect the priority order include the type of the prompt trigger event.
  • the direction information of the sub-identifier corresponding to the target virtual object that meets the priority order is that of the prompt trigger event that meets the preset priority order.
  • the direction information of the sub-identification corresponding to the target virtual object corresponding to the type, where the prompt trigger event type includes the type of sound source and/or the type of performing preset operations on the virtual character.
  • the type of sound source may include: footsteps, guns The sound and the broken sound
  • the types of preset operations performed on the virtual character may include: gunshot, machete, etc.
  • the priority of the footstep sound is higher than the priority of the broken sound.
  • the preset priority order may be an order determined according to actual needs.
  • the steps of step S1450 can be performed in the following manner:
  • the parameters that affect the priority order may also include the attribute type of the target virtual object.
  • the attribute type may be the professional attribute of the target virtual object, for example, fighter, mage, etc., of course, the prompt type may also be determined according to requirements. type.
  • the direction information of the sub-identity corresponding to the target virtual object meeting the priority order is the direction information of the sub-identity corresponding to the target virtual object corresponding to the attribute type of the target virtual object meeting the preset priority order.
  • the direction information corresponding to the sub-identity may also be the direction information corresponding to the sub-identity determined according to a method customized by the player or predetermined by the game developer.
  • This implementation mode can enable the player to quickly learn the situation of the target virtual object in the game scene, reduce the player's input of more invalid operations, further reduce the data rendering pressure of the electronic device, and further bring about the saving of power consumption. And it improves user performance.
  • the current first presentation field of view of the game screen is changed to the second presentation field of view of the game screen determined according to the direction information, wherein the content presented in the game screen is performed by changing the virtual camera in the game
  • the image obtained after the captured content is rendered, the orientation of the virtual camera is adjusted according to the direction information corresponding to the sub-identifier, and the content captured by the adjusted orientation of the virtual camera is rendered to obtain the second presentation view of the game image.
  • FIG. 17A shows the current first presentation view of the game screen.
  • the sub-identity a, the sub-identity b, and the sub-identity c in the first graphic identifier correspond to at least one target virtual object respectively to indicate
  • the position of the target virtual object in the game responds to the touch operation C used to trigger the field of view adjustment touch instruction.
  • the touch operation C acts on the area corresponding to the sub-identity b to obtain the direction information corresponding to the sub-identity b.
  • the direction information determines the second presentation field of view of the game screen. As shown in FIG. 17B, the second presentation field of view contains the target virtual object corresponding to the sub-identifier b.
  • the player can quickly find the target virtual object in the graphical user interface, providing the player with a brand-new interactive mode and game experience, reducing the number of invalid operations input by the player, and further reducing the amount of electronic equipment
  • the pressure of data rendering has further reduced power consumption and improved user performance.
  • the virtual camera is bound to the orientation of the virtual character.
  • the orientation of the virtual camera is changed by changing the orientation of the virtual character.
  • the content presented in the game screen is changed, that is, Changing the visual field of the game screen presentation, but it should be noted that changing the visual field of presentation does not necessarily result in a change in the orientation of the virtual character.
  • changing the visual field of presentation also changes the orientation of the virtual character.
  • the step of the game character control method further includes: responding to an orientation adjustment trigger event , Adjusting the current orientation of the virtual character to the orientation corresponding to the second presentation field of view of the game screen.
  • the orientation adjustment event is a trigger condition for controlling the orientation of the virtual character.
  • the orientation adjustment event is a second control operation that satisfies the operating parameter threshold, where the operating parameter may be the pressing pressure threshold of the control operation, and the operating parameter It may also be the operation duration threshold of the control operation, for example, the duration threshold of touching the graphical user interface, and the operation parameter may also be the number of control operations, for example, double-clicking.
  • the second control operation can be an operation independent of the first control operation, or can be an operation continuous with the first control operation, which can be determined according to the settings of the developer or the player, for example, .
  • the first control operation is a touch operation that acts on the preset touch area to meet the preset duration
  • the second control operation is an operation that satisfies the operation duration threshold of the control operation
  • the second control operation is the same as the first control operation
  • the specific implementation may be after determining that the preset touch area exceeds the preset duration of the touch operation, that is, in response to the field of view adjustment touch command, control the current first presentation of the game screen The field of view is changed to the second presentation field of view.
  • the operation that meets the operation duration threshold of the control operation is determined again, that is, in response to an orientation adjustment trigger event, the current orientation of the virtual character is adjusted to the game The orientation corresponding to the second presentation field of view of the screen; when the second control operation is an operation that is continuous with the first control operation, in specific implementation, it may be a touch operation that determines that the preset touch area exceeds a preset duration Later, that is, in response to the field of view adjustment touch command, control to change the current first field of view of the game screen to the second field of view, and then determine the operation that meets the operation duration threshold of the control operation, that is, in response to the orientation adjustment trigger event, change all The current orientation of the virtual character is adjusted to the orientation corresponding to the second presentation field of view of the game screen.
  • the orientation adjustment event may also be defined in advance according to actual needs or defined according to player settings.
  • the step of the game character control method further includes: in response to a release operation, adjusting the current orientation of the virtual character to the orientation corresponding to the second presentation field of view of the game screen.
  • the release operation is an operation corresponding to the touch operation, that is, the release operation is an operation to release the touch operation.
  • the release operation when it is detected that the touch point of the touch operation disappears, It is determined that the release operation is received. For example, when the operation of the player touching the graphical user interface with a finger is a touch operation, then when the finger leaves the graphical user interface, it is determined to be a release operation; in other embodiments, the release The operation can also be an operation that satisfies the operating parameter threshold.
  • the release operation can be It is an operation that is continuous with the touch operation, or an operation independent of the touch operation.
  • the orientation of the virtual character is controlled to change so that the orientation of the virtual character is consistent with the second visual field presented on the game screen, so that the player can control the virtual character to perform game operations, such as shooting, etc., providing players with a A new type of gameplay and interaction method.
  • This implementation method can also enable the player to quickly control the virtual character to respond to the target virtual object in the game scene, reduce the player’s input more invalid operations, and further reduce the electronic
  • the data rendering pressure of the device has further brought about the saving of power consumption and improved user performance.
  • the step of the game character control method further includes: in response to a release operation, restoring the second presentation field of view of the game screen to that before responding to the field of view adjustment touch command Status, wherein the release operation is an operation corresponding to the touch operation, and the content of the release operation is consistent with the corresponding part described above, so it will not be repeated here.
  • the restoration of the second presentation field of view of the present application to the state before responding to the field of view adjustment touch instruction includes: controlling the second presentation field of view of the game screen on the graphical user interface to return to the state before the response field of view adjustment touch instruction Or, controlling the second presentation view of the game screen on the graphical user interface to return to the presentation view calculated according to the presentation view calculation logic before the response view adjustment touch command.
  • controlling the second presentation field of view of the game screen on the graphical user interface to return to the first presentation field before the response to the field of view adjustment touch command that is, to restore the presented field of view absolutely to the response to the field of view adjustment touch command
  • Previous state The absolute position and absolute angle/direction of the virtual camera on the game screen are restored to the state before the touch command for adjusting the field of view.
  • the position of the virtual camera is the absolute coordinates of the game scene In point A, the camera direction is the direction vector AO; the presented field of view is absolutely restored to the state before the field of view adjustment touch command is responded to.
  • Absolute restoration is performed based on point A and direction AO, that is, based on the response field of view adjustment touch
  • the position of the virtual camera in the absolute coordinates of the game scene and the shooting direction in the absolute coordinates before the instruction are used to control the presentation field of view of the game screen on the graphical user interface.
  • controlling the second display field of view of the game screen on the graphical user interface to return to the display field calculated according to the field of view calculation logic before the response field of view adjustment touch command that is, the field of view is restored to the field of view adjustment in response to the field of view adjustment touch
  • the control state before the command for example, before responding to the touch command to adjust the field of view, the game calculates the field of view according to a predetermined calculation logic, (for example: the virtual camera is set on the head of the virtual character and rotates to follow the rotation of the virtual character ), in this case, the presentation field of the present application is restored to the state before responding to the field of view adjustment touch command, or it can be restored to use the calculation logic before the field of view adjustment touch command to calculate the field of view; for example, in response to the field of view adjustment touch command
  • the position of the virtual camera is the point A in the relative coordinates associated with the virtual character (for example, the point behind the virtual character with a distance of W and a height of H), and the camera direction
  • the camera direction of the virtual camera is associated with the direction of the virtual character and/or the direction of the weapon front sight, that is, based on the current position of the virtual character in the absolute coordinates of the game scene, and the current position of the virtual character Orientation and/or the weapon front sight direction of the virtual character, the positional relationship of the virtual camera relative to the virtual character in the game scene before the touch command for adjusting the visual field, the virtual camera before the touch command for adjusting the visual field
  • the orientation of the character and/or the association relationship between the weapon front sight direction of the virtual character and the shooting direction of the virtual camera controls the presentation field of view of the game screen on the graphical user interface.
  • an exemplary embodiment also discloses an information processing device, which includes:
  • the detection component is configured to determine the first orientation information in the game scene of at least one target virtual object that meets the prompt trigger event;
  • a determining component configured to determine a sub-identity corresponding to the first orientation information in a first graphic identifier, wherein the first graphic identifier is set around the virtual character;
  • the display component is configured to graphically display the prompt trigger event on the graphical user interface through the sub-identifier.
  • an exemplary embodiment also discloses a game character control device, and the device includes:
  • the detection component is set to determine at least one target virtual object that meets the prompt trigger event
  • a display component configured to determine the corresponding sub-identity on the graphical user interface according to the target virtual object
  • the response component is configured to respond to the field of view adjustment touch command, and according to the direction information corresponding to the sub-identifier, control to change the current first presentation field of view of the game screen displayed in the graphical user interface to the game screen determined according to the direction information The second presentation field of vision.
  • the information processing device also includes other components corresponding to the information processing method.
  • the control device also includes other components corresponding to the game character control method, so it will not be repeated here.
  • FIG. 20 is a schematic structural diagram of one of the electronic devices according to an embodiment of the disclosure.
  • the electronic device of this embodiment includes: a memory and a processor.
  • the memory and the processor can be connected via a bus.
  • the graphical user interface is obtained by executing the software application on the processor of the electronic device and rendering on the display device of the electronic device.
  • the processor is configured to execute the following steps by executing executable instructions: determine the first orientation information in the game scene of at least one target virtual object that meets the prompt trigger event; determine A sub-identity corresponding to the first orientation information in the first graphic identifier, wherein the first graphic identifier is set around the virtual character; the prompt is graphically displayed on the graphical user interface through the sub-identity trigger event.
  • the first graphic identifier is a game model set in the game scene or a control identifier set in the graphical user interface.
  • the at least one target virtual object that satisfies the prompt event is a sound source within a preset range determined according to the virtual character.
  • the at least one target virtual object that satisfies the prompt event is a virtual object that performs a preset operation on the virtual character.
  • the first graphic identifier includes at least two sub-identities, wherein the sub-identities are used to prompt the orientation information of the target virtual object; each sub-identity includes at least two display positions, so The display position is arranged around the virtual character with a preset height interval.
  • the sub-identity includes a plurality of identification units; the method further includes: determining the target number of the target virtual object corresponding to the sub-identity, and controlling to display a corresponding number of the identifiers according to the target number unit.
  • the first graphic identifier includes at least two sub-identities; the display size of the sub-identity is determined according to the positional relationship between the sub-identity and the virtual character.
  • a corresponding relationship between the sub-identifier and the relative position information of the virtual character is established in advance;
  • the first position information is the relative position relationship between the target virtual object and the virtual character;
  • the first determination is
  • the step of the sub-identity corresponding to the first position information in the graphic identifier is: determining the sub-identity corresponding to the first position information according to the first position information and the corresponding relationship.
  • the first orientation information includes at least one of the following information: height information and direction information on a horizontal plane.
  • the first graphic logo includes a basic graphic logo and a height graphic logo, wherein the basic graphic logo is displayed on the graphical user interface with a first display parameter, and the height graphic logo is performed with a second display parameter. display.
  • the step of graphically displaying the prompt trigger event by the sub-identifier on the graphical user interface is: controlling the sub-identity to be distinguished from the third display of the first display parameter and the second display parameter The parameters are displayed.
  • the type of the target virtual object includes: an enemy character and a teammate character; the third display parameter includes a color parameter; and the control of the sub-identity is different from the first display parameter and the second display
  • the step of displaying the third display parameter of the parameter includes: controlling the sub-identifier to display with a corresponding color parameter according to the type of the target virtual object.
  • the first graphic identifier includes at least two sub-identities, wherein the sub-identities are used to prompt the location information of the target virtual object; each of the sub-identities includes at least two display positions, The display is arranged around the virtual character at preset horizontal intervals.
  • a corresponding relationship between the sub-identifier and the relative position information of the virtual character is established in advance;
  • the first position information is the relative position relationship between the target virtual object and the virtual character;
  • the first determination is
  • the step of the sub-identity corresponding to the first position information in the graphic identifier is: determining the sub-identity corresponding to the first position information according to the first position information and the corresponding relationship, and the first position information
  • the information includes direction information on the horizontal plane.
  • controlling the first graphic logo to display in the first display parameter in advance; the step of graphically displaying the prompt trigger event on the graphical user interface of the sub logo is: controlling the sub logo to distinguish Display in the second display parameter of the first display parameter.
  • the type of the target virtual object includes: an enemy character and a teammate character; the second display parameter includes a color parameter; and the second display that controls the sub-identifier to be distinguished from the first display parameter
  • the step of displaying the parameters includes: controlling the sub-identifier to display with corresponding color parameters according to the type of the target virtual object.
  • the method further includes: responding to a control instruction to control the graphical user interface to switch from a first game screen to a second game screen, wherein the second game screen is the corresponding sub-identifier according to the The game screen determined by the second orientation information in the game scene.
  • a first graphic logo is set around the virtual character.
  • the first graphic logo includes a plurality of sub-identifiers corresponding to different directions.
  • the processor is configured to implement the following steps by executing executable instructions:
  • the at least one target virtual object satisfying the prompt trigger event is at least one of the following: a sound source within a preset range determined according to the virtual character and a virtual object that performs a preset operation on the virtual character .
  • the first graphic identifier includes up to two of the sub-identities, wherein the first graphic identifier is set around the virtual character.
  • determining the sub-identity corresponding to the target virtual object in the first graphic identity includes:
  • the corresponding relationship between the sub-identifier and the relative position information of the virtual character is established in advance;
  • the first position information is the relative position relationship between the target virtual object and the virtual character;
  • the step of determining the corresponding sub-identity on the graphical user interface by the position information is to determine the corresponding sub-identity on the graphical user interface according to the first position information and the corresponding relationship.
  • the first orientation information includes at least one of the following information: height information and direction information on a horizontal plane.
  • the step of responding to the touch command for adjusting the field of view is to receive a touch operation acting on a preset touch area and trigger a corresponding control command.
  • the preset touch area includes at least one of the following areas:
  • the touch operation is one of the following: a touch operation acting on the preset touch area for a preset duration;
  • a preset number of click operations are applied to the preset touch area within a preset time period.
  • the method further includes:
  • the current orientation of the virtual character is adjusted to an orientation corresponding to the second presentation field of view of the game screen.
  • the method further includes:
  • the current orientation of the virtual character is adjusted to the orientation corresponding to the second presentation field of view of the game screen, wherein the release operation is an operation corresponding to the touch operation.
  • the method further includes: recording the determined time of the target virtual object;
  • the direction information corresponding to the sub-identifier is the direction information of the sub-identity corresponding to the target virtual object corresponding to the determined time meeting the preset time sequence.
  • the electronic device After determining the target virtual object that satisfies the prompt trigger event, it controls the display of the sub-identity corresponding to the target virtual object on the graphical user interface, and after detecting the visual field adjustment touch command, according to the sub-identification
  • the direction information corresponding to the identifier is further determined according to the direction information to determine the game content presented in the game screen, the game screen is used as the second presentation field of view, and the current first presentation field of view of the game screen is adjusted to the second presentation field of view. In this way, the player can quickly find the target virtual object in the graphical user interface, providing the player with a brand-new interactive mode and game experience.
  • the electronic device may further include one or more processors, and a memory resource represented by a memory, for storing instructions that can be executed by the processing component, such as an application program.
  • the application program stored in the memory may include one or more components each corresponding to a set of instructions.
  • the processing component is configured to execute instructions to execute the aforementioned information processing method.
  • the electronic device may further include: a power supply component configured to perform power management of the electronic device; a wired or wireless network interface configured to connect the electronic device to the network; and an input and output (I/O) interface.
  • the electronic device can operate based on an operating system stored in a memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD or the like.
  • FIG. 21 is a schematic structural diagram of a computer-readable storage medium according to an embodiment of the disclosure.
  • a program product 1100 according to an embodiment of the present application is described, and a computer program is stored thereon.
  • the computer program is executed by a processor to implement the following steps: determine that the prompt trigger is satisfied The first orientation information of at least one target virtual object of the event in the game scene; determine the sub-identity corresponding to the first orientation information in the first graphic identifier, wherein the first graphic identifier surrounds the virtual Role setting; the prompt trigger event is graphically displayed on the graphical user interface through the sub-identification.
  • the first graphic identifier is a game model set in the game scene or a control identifier set in the graphical user interface.
  • the at least one target virtual object that satisfies the prompt event is a sound source within a preset range determined according to the virtual character.
  • the at least one target virtual object that satisfies the prompt event is a virtual object that performs a preset operation on the virtual character.
  • the first graphic identifier includes at least two sub-identities, wherein the sub-identities are used to prompt the orientation information of the target virtual object; each sub-identity includes at least two display positions, so The display position is arranged around the virtual character with a preset height interval.
  • the sub-identity includes a plurality of identification units; the method further includes: determining the target number of the target virtual object corresponding to the sub-identity, and controlling to display a corresponding number of the identifiers according to the target number unit.
  • the first graphic identifier includes at least two sub-identities; the display size of the sub-identity is determined according to the positional relationship between the sub-identity and the virtual character.
  • a corresponding relationship between the sub-identifier and the relative position information of the virtual character is established in advance;
  • the first position information is the relative position relationship between the target virtual object and the virtual character;
  • the first determination is
  • the step of the sub-identity corresponding to the first position information in the graphic identifier is: determining the sub-identity corresponding to the first position information according to the first position information and the corresponding relationship.
  • the first orientation information includes at least one of the following information: height information and direction information on a horizontal plane.
  • the first graphic logo includes a basic graphic logo and a height graphic logo, wherein the basic graphic logo is displayed on the graphical user interface with a first display parameter, and the height graphic logo is performed with a second display parameter. display.
  • the step of graphically displaying the prompt trigger event by the sub-identifier on the graphical user interface is: controlling the sub-identity to be distinguished from the third display of the first display parameter and the second display parameter The parameters are displayed.
  • the type of the target virtual object includes: an enemy character and a teammate character; the third display parameter includes a color parameter; and the control of the sub-identity is different from the first display parameter and the second display
  • the step of displaying the third display parameter of the parameter includes: controlling the sub-identifier to display with a corresponding color parameter according to the type of the target virtual object.
  • the first graphic identifier includes at least two sub-identities, wherein the sub-identities are used to prompt the location information of the target virtual object; each of the sub-identities includes at least two display positions, The display is arranged around the virtual character at preset horizontal intervals.
  • a corresponding relationship between the sub-identifier and the relative position information of the virtual character is established in advance;
  • the first position information is the relative position relationship between the target virtual object and the virtual character;
  • the first determination is
  • the step of the sub-identity corresponding to the first position information in the graphic identifier is: determining the sub-identity corresponding to the first position information according to the first position information and the corresponding relationship, and the first position information
  • the information includes direction information on the horizontal plane.
  • controlling the first graphic logo to display in the first display parameter in advance; the step of graphically displaying the prompt trigger event on the graphical user interface of the sub logo is: controlling the sub logo to distinguish Display in the second display parameter of the first display parameter.
  • the type of the target virtual object includes: an enemy character and a teammate character; the second display parameter includes a color parameter; and the second display that controls the sub-identifier to be distinguished from the first display parameter
  • the step of displaying the parameters includes: controlling the sub-identifier to display with corresponding color parameters according to the type of the target virtual object.
  • the method further includes: responding to a control instruction to control the graphical user interface to switch from a first game screen to a second game screen, wherein the second game screen is the corresponding sub-identifier according to the The game screen determined by the second orientation information in the game scene.
  • a first graphic logo is set around the virtual character.
  • the first graphic logo includes multiple sub-identifiers.
  • the multiple sub-identifiers respectively correspond to different directions.
  • a prompt trigger event For the target virtual object, obtain the first orientation information of the target virtual object, determine the sub-identity corresponding to the first orientation information in the first graphic identifier, and then display the sub-identity on the graphical user interface to display the corresponding prompt trigger event .
  • the sub-identifications set around the virtual character can clearly and comprehensively correspond to the spatial position of the target virtual object in the game scene, so that the user can intuitively understand the position of the target virtual object in the game.
  • the at least one target virtual object satisfying the prompt trigger event is at least one of the following: a sound source within a preset range determined according to the virtual character and a virtual object that performs a preset operation on the virtual character .
  • the first graphic identifier includes up to two of the sub-identities, wherein the first graphic identifier is set around the virtual character.
  • determining the sub-identity corresponding to the target virtual object in the first graphic identity includes:
  • the corresponding relationship between the sub-identifier and the relative position information of the virtual character is established in advance;
  • the first position information is the relative position relationship between the target virtual object and the virtual character;
  • the step of determining the corresponding sub-identity on the graphical user interface by the position information is to determine the corresponding sub-identity on the graphical user interface according to the first position information and the corresponding relationship.
  • the first orientation information includes at least one of the following information: height information and direction information on a horizontal plane.
  • the step of responding to the touch command for adjusting the field of view is to receive a touch operation acting on a preset touch area and trigger a corresponding control command.
  • the preset touch area includes at least one of the following areas:
  • the touch operation is one of the following: a touch operation acting on the preset touch area for a preset duration;
  • a preset number of click operations are applied to the preset touch area within a preset time period.
  • the method further includes:
  • the current orientation of the virtual character is adjusted to an orientation corresponding to the second presentation field of view of the game screen.
  • the method further includes:
  • the current orientation of the virtual character is adjusted to the orientation corresponding to the second presentation field of view of the game screen, wherein the release operation is an operation corresponding to the touch operation.
  • the method further includes: recording the determined time of the target virtual object;
  • the direction information corresponding to the sub-identifier is the direction information of the sub-identity corresponding to the target virtual object corresponding to the determined time meeting the preset time sequence.
  • the electronic device After determining the target virtual object that satisfies the prompt trigger event, it controls the display of the sub-identity corresponding to the target virtual object on the graphical user interface, and after detecting the visual field adjustment touch command, according to the sub-identification
  • the direction information corresponding to the identifier is further determined according to the direction information to determine the game content presented in the game screen, the game screen is used as the second presentation field of view, and the current first presentation field of view of the game screen is adjusted to the second presentation field of view. In this way, the player can quickly find the target virtual object in the graphical user interface, providing the player with a brand-new interactive mode and game experience.
  • the program code contained in the computer-readable storage medium can be transmitted by any suitable medium, including but not limited to wireless, wired, optical cable, radio frequency, etc., or any suitable combination of the foregoing.
  • the exemplary embodiments described herein can be implemented by software, or can be implemented by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (can be a CD-ROM, U disk, mobile hard disk, etc.) or on the network , Including several instructions to make a computing device (which can be a personal computer, server, electronic device, or network device, etc.) execute the method according to the embodiment of the present application.
  • a non-volatile storage medium can be a CD-ROM, U disk, mobile hard disk, etc.
  • Including several instructions to make a computing device which can be a personal computer, server, electronic device, or network device, etc.

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Abstract

本申请一实施例提供了一种信息处理方法,应用于可呈现图形用户界面的触控终端,所述图形用户界面包含虚拟角色和至少部分游戏场景,所述方法包括:确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。本申请还公开了一种、处理装置、电子设备和存储介质。通过此种方式,可以使围绕着虚拟角色设置的子标识清楚、全面地与游戏场景中的目标虚拟对象所处的空间位置相对应,使得用户可以直观的了解目标虚拟对象在游戏中的位置。

Description

信息处理方法、处理装置、电子设备和存储介质
本发明申请要求2019年02月22日申请的,申请号为201910133758.5,名称为“信息处理方法、处理装置、电子设备和存储介质”的中国专利申请的优先权,在此将其全文引入作为参考。
技术领域
本申请涉及游戏技术领域,尤其涉及一种信息处理方法、处理装置、电子设备和存储介质。
背景技术
在大场景且高自由度的3D游戏中,移动终端呈现的游戏角色的游戏视野画面只能观察到部分游戏场景。当玩家控制的游戏角色受到攻击或是游戏角色的周围存在其他游戏角色或非玩家控制角色(NPC)时,例如,敌方角色、己方角色、怪物等,为了能够让玩家获知获知周围的情况以便做出应对,需要给与玩家相应的提示。现有游戏中,通过在图形用户界面中,以2D的方式在不同的显示位置进行显示代表不同目标对象的提示图标的方式,以提示玩家在其周围存在其他游戏角色或是NPC等。
但是,现有的做法是在2D的图形用户界面中进行显示提示图标,而无论是提示图标自身还是结合游戏画面均不具有透视效果,如图1所示,以圆形轨迹显示提示图标,而游戏视野画面为3D画面,这使得提示图标无法准确且全面地反应出其他游戏角色或是NPC位于3D游戏场景中的位置,使得玩家在看到图形用户界面中进行提示图标后,无法快速做出响应。
发明内容
本申请公开的目的在于提供一种信息处理方法、装置、移动终端和存储介质,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。
为了解决上述问题,本申请一实施例提供了一种信息处理方法,应用于可呈现图形用户界面的触控终端,所述图形用户界面包含虚拟角色和至少部分游戏场景,所述方法包括:确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。
可选地,所述第一图形标识为设置于所述游戏场景内的游戏模型或为设置于所述图形用户界面内的控件标识。
可选地,所述满足提示事件的至少一个目标虚拟对象为根据所述虚拟角色确定的预设范围内的声源。
可选地,所述满足提示事件的至少一个目标虚拟对象为对所述虚拟角色执行预设操作的虚拟对象。
可选地,所述第一图形标识至少包括两个所述子标识,其中,所述子标识用于提示所述目标虚拟对象的方位信息;所述每个子标识至少包含两个显示位,所述显示位以预设高度间隔围绕所述虚拟角色设置。
可选地,所述子标识包括多个标识单位;所述方法还包括:确定与所述子标识相对应所述目标虚拟对象的目标数量,根据所述目标数量控制显示相应数量的所述标识单位。
可选地,所述第一图形标识至少包括两个所述子标识;根据所述子标识与所述虚拟角色的位置关系确定所述子标识的显示尺寸。
可选地,预先建立所述子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述确定第一图形标识中与所述第一方位信息对应的子标识的步骤为:根据所述第一方位信息和所述对应关系确定与所述第一方位信息对应的所述子标识。
可选地,所述第一方位信息包括如下至少一种信息:高度信息和水平面上的方向信息。
可选地,所述第一图形标识包括基础图形标识和高度图形标识,其中,所述基础图形标识以第一显示参数显示于所述图形用户界面,所述高度图形标识以第二显示参数进行显示。
可选地,所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示。
可选地,所述目标虚拟对象的种类包括:敌方角色和队友角色;所述第三显示参数包括颜色参数;所述控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示的步骤,包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。
可选地,所述第一图形标识至少包括两个所述子标识,其中,所述子标识用于提示所述目标虚拟对象的方位信息;每个所述子标识至少包括两个显示位,所述显示以预设水平间隔围绕所述虚拟角色设置。
可选地,预先建立所述子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述确定第一图形标识中与所述第一方位信息对应的子标识的步骤为:根据所述第一方位信息和所述对应关系确定与所述第一方位信息对应的所述子标识,所述第一方位信息包括水平面上的方向信息。
可选地,预先控制所述第一图形标识以第一显示参数进行显示;所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示。
可选地,所述目标虚拟对象的种类包括:敌方角色和队友角色;所述第二显示参数包括颜色参数;所述控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示的步骤,包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。
可选地,所述方法还包括:响应控制指令,控制所述图形用户界面从第一游戏画面切换至第二游戏画面,其中,所述第二游戏画面为根据所述子标识对应的所述游戏场景中的第二方位信息确定的游戏画面。
本申请一实施例还提供了一种信息处理装置,所述信息处理装置包括:检测组件,设置为确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;确定组件,设置为确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;显示组件,设置为通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。
本申请一实施例还提供了一种电子设备,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上述的信息处理方法。
本申请一实施例还提供了一种计算机可读存储介质,所述计算机可读存储介质存储 有程序,所述程序被处理器执行时实现上述的信息处理方法。
通过本申请提供的信息处理方法、装置、移动终端和计算机存储介质,围绕虚拟角色设置第一图形标识,使得第一图形标识在图形用户界面具有视觉上的立体透视效果,第一图形标识中包括多个子标识,该多个子标识分别对应不同的方向,当检测到满足提示触发事件的目标虚拟对象时,获取目标虚拟对象的第一方位信息,确定第一图形标识中与第一方位信息对应的子标识,进而通过在图形用户界面上显示该子标识,以显示对应的提示触发事件。通过此种方式,可以使围绕着虚拟角色设置的子标识清楚、全面地与游戏场景中的目标虚拟对象所处的空间位置相对应,使得用户可以直观的了解目标虚拟对象在游戏中的位置。
附图说明
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是现有技术中的提示图标方案;
图2为本申请一实施例提供的图形用户界面的示意图;
图3为本申请一实施例提供的一种信息处理方法的流程图;
图4为本申请一实施例提供的围绕虚拟角色设置的第一图形标识的示意图;
图5为本申请一实施例提供的指示图标的示意图;
图6为本申请一实施例提供的图形用户界面的图层示意图;
图7中的图7A和图7B为本申请一实施例提供的环状第一图形标识的示意图;
图8为本申请一实施例提供的图形用户界面上呈现的第一图形标识的过程示意图;
图9中的图9A-9C为本申请一实施例提供的不同显示参数的第一图形标识的示意图;
图10为本申请一实施例提供的显示位的示意图;
图11中的图11A和11B为本申请一实施例提供的基础图形标识和高度图形标识的示意图;
图12为本申请一实施例提供的标识单位的示意图;
图13为本申请一实施例提供的一种信息处理方法的流程图;
图14为本申请一实施例提供的一种游戏角色控制方法的流程图;
图15为本申请一实施例提供的预设操作区域的示意图;
图16为本申请一实施例提供的确定优先级较高的子标识的示意图;
图17A和图17B为本申请一实施例提供的响应视野调整触控指令调整呈现视野的示意图;
图18为本申请其中一实施例提供的一种信息处理装置的组成图;
图19为本申请其中一实施例提供的一种游戏角色控制装置的组成图;
图20为本申请其中一实施例提供的一种电子设备的组成图;
图21为本公开实施例的其中一种计算机可读存储介质的结构示意图。
具体实施例
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申请。
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请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申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,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,都应当属于本申请保护的范围。
需要说明的是,本申请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,以便这里描述的本申请的实施例。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组件的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或组件,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组件。
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,也可以在程序运行过程中根据用户的操作指令实时进行设置,不同的触发事件可以触发执行不同的功能。
图3为根据一实施例描述揭露的一种信息处理方法。可选的一实施方式中通过不同的举例介绍说明了一种信息处理方法。可选的一实施方式中提供的信息处理方法的电子设备上执行,电子设备可以是计算机、平板电脑、移动终端等任意终端设备。如图2所示,通过在电子设备的处理器上执行软件应用并在电子设备的触控显示器上渲染得到图形用户界面10,图形用户界面10所显示的内容至少部分地包含一局部或全部游戏画面20,游戏画面20中包括游戏场景和至少一虚拟对象21,其中,图形用户界面10的尺寸可以与游戏画面20的尺寸相同,即全屏显示游戏画面20。
游戏画面20可以包含位置相对固定的虚拟资源22,例如,地面、山、石、花、草、树、建筑等虚拟资源22。虚拟对象21可以是敌方阵营的虚拟对象21,也可以是己方阵营的虚拟对象21,虚拟对象21可以响应用户的操作在游戏场景实施相应的行为,例如,用户可以控制虚拟对象21在游戏场景中进行走、跑、蹲、趴、攻击、射击等动作,本申请在此不作限制。
游戏画面20的当前画面内容对应虚拟对象21的当前呈现视野。其中,呈现视野与虚拟对象21的朝向相关,游戏程序通过渲染虚拟对象21的当前朝向中的对应的游戏场景等以形成电子设备的图形用户界面10中显示的游戏画面20,并以该当前游戏画面20作为虚拟对象21当前的呈现视野,如图2中的显示的游戏画面20。需要说明的是,虚拟对象21的朝向通常与虚拟相机相绑定,在第一人称游戏中,虚拟相机可以为用户在游戏中的“眼睛”,虚拟相机可以被设置在虚拟对象21的头部;在第三人称游戏中,虚拟相机可以被设置在虚拟对象21的后上方,可以拍摄到包含虚拟对象21的游戏场景。一方面根据虚拟对象21在游戏场景中的移动来确定虚拟对象21在游戏场景中的当前位置,从而根据虚拟对象21在游戏场景中的当前位置来确定虚拟摄像机在游戏场景中的位置;另一方面,根据虚拟对象21在游戏场景中的当前朝向,确定虚拟摄像机在游戏场景中的朝向。从而根据虚拟对象21在 游戏场景中的位置和朝向确定虚拟摄像机的当前位置与朝向,进一步的,根据虚拟摄像机的当前位置与朝向确定图形用户界面10上游戏画面的呈现视野。当接收到视角调整触控指令时,游戏程序根据视角调整触控指令渲染出对应改变后的游戏画面的呈现视野。需要说明的是,当通过视角调整触控指令调整视角时,并不改变虚拟对象21的朝向,在其他实施方式中,也可以同时改变虚拟对象21的朝向。
可选的一实施方式中提供的信息处理方法,应用于可呈现图形用户界面的触控终端,同时参考图4所示,所述图形用户界面包含虚拟角色和至少部分游戏场景,包括步骤,如下:
步骤S310,确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;
步骤S330,确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;
步骤S350,通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。
通过上述实施方式,围绕虚拟角色设置第一图形标识,使得第一图形标识以具有视觉上的立体效果显示于图形用户界面上。同时,第一图形标识中包括多个子标识,该多个子标识分别对应不同的方向,当检测到满足提示触发事件的目标虚拟对象时,获取目标虚拟对象的第一方位信息,确定第一图形标识中与第一方位信息对应的子标识,进而通过在图形用户界面上显示该子标识,以显示对应的提示触发事件。通过此种方式,可以使围绕着虚拟角色设置的子标识清楚、全面地与游戏场景中的目标虚拟对象所处的空间位置相对应,使得用户可以直观的了解目标虚拟对象在游戏中的位置。相较于现有的在图形用户界面上显示的直视效果的2D提示图标,只可以指示目标对象在3D游戏场景中的二维方位的方式来说,本申请提供的上述实施方式,可以第一图形标识可以精确地全面地指示出目标虚拟对象3D游戏场景中的空间位置,令玩家更直观地建立第一图形标识与3D游戏场景中场景信息的对应关系,提高玩家体检。
如图13所示,在一可选实施方式中,信息处理方法应用于可呈现图形用户界面的触控终端,所述图形用户界面包含虚拟角色和至少部分游戏场景,虚拟角色为当前电子设备运行的游戏程序所对应的虚拟对象,通过调整虚拟对象的视角或朝向可以改变与游戏画面的当前画面内容相对应的虚拟对象的呈现视野。该方法包括:
步骤1310,确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息。其中,目标虚拟对象为游戏场景中的满足提示触发事件的虚拟资源20或虚拟对象10。
其中,满足提示触发事件为根据游戏逻辑确定的与虚拟角色相关的游戏事件。在可选的一实施方式中,满足提示事件的至少一个目标虚拟对象为根据虚拟角色确定的预设范围内的声源。声源可以为发出声响的虚拟资源,例如,发出关门声音的门,发出破碎声音的玻璃窗;声源也可以为发出声响的虚拟对象,例如,发出走路声音的敌方虚拟对象,发出枪声的虚拟对象。在一实施方式中,根据虚拟角色确定的预设范围为根据虚拟角色的角色属性确定的预设范围,其中,角色属性可以包括如下的一种或多种:虚拟角色的位置信息、技能信息、视距信息等,举例而言,根据虚拟角色的位置信息确定的预设范围为以虚拟角色的当前位置为中心,相距虚拟角色的预设距离为半径的环形区域;根据虚拟角色的视距信息确定的预设范围为以游戏角色的当前位置为中心,以虚拟角色的视距为半径的环形区域;在进行确定范围时,可以根据虚拟角色的技能信息对应的预设区域作为预设范围,也可以根据技能信息确定 其他用于确定预设范围的角色属性的对应值,进而根据用于确定预设范围的角色属性的对应值确定预设范围。
在可选的一实施方式中,满足提示事件的至少一个目标虚拟对象为对所述虚拟角色执行预设操作的虚拟对象,其中,预设操作为根据游戏逻辑确定的虚拟对象可与虚拟角色发生碰撞的行为,例如,近距离徒手打击虚拟角色,或是通过枪械击中虚拟角色。
其中,上述实施方式中到的满足提示事件的不同目标虚拟对象可以同时存在,当然也可根据预设的选择条件,只确定部分目标虚拟对象。同时,当同一个目标虚拟对象既是声源又是为对所述虚拟角色执行预设操作的虚拟对象时,根据预设的优先级规则确定虚拟对象的类型,其中,虚拟对象的类型用于在图形用户界面上显示与类型相对应的指示图标,如图5所示,举例而言,当在根据虚拟角色确定的预设范围内的虚拟对象用枪械击中虚拟角色时,则此时确定该虚拟对象为对所述虚拟角色执行预设操作的目标虚拟对象,而非声源虚拟对象。
在可选的一实施方式中,第一方位信息为虚拟对象的三维信息。在可选的一实施方式中,三维信息包括高度信息和在水平面上的位置信息,需要说明的是,水平面的确定可以是根据游戏中的坐标系建立规则进行确定,也可以根据用户的需求进行确定,举例而言,在一个有X轴、Y轴、Z轴定义的三维坐标系中,可以以X轴和Y轴确定的面为水平面,那么,Z轴的信息则为高度信息,同样地,可以以X轴和Z轴确定的面为水平面,那么,Y轴的信息则为高度信息。在可选的一实施方式中,三维信息也可以包括其他与游戏场景中的方位信息种类相对应的信息。
在可选的一实施方式中,第一方位信息为虚拟对象在游戏场景中的三维信息。建立游戏世界坐标系,该世界坐标系为三维坐标系,游戏场景中的虚拟资源和虚拟对象的位置通过世界坐标系中的坐标值进行确定。
在可选的一实施方式中,第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系,需要说明的是,该相对位置关系仍然为三维关系,其中,该相对位置关系通过目标虚拟对象和虚拟角色的位置信息进行确定,例如,三维向量,举例而言,目标虚拟对象的位置信息为(X1,Y1,Z1),虚拟角色的位置信息为(X2,Y2,Z2),则相对位置关系为((X1-X2)(Y1-Y2)(Z1-Z2))。需要说明的是,也可通过其他的方式确定的三维关系,只要可以确定目标虚拟对象的准确位置即可。
通过上述实施方式,确定目标虚拟对象的第一方位信息,该第一方位信息由确定目标虚拟对象唯一位置的三维信息构成,通过第一方位信息与第一图形标识相结合,可以指示出目标虚拟对象的精确位置,方便玩家通过当前游戏画面快速且准确的获知目标虚拟对象的具体方位,而现有的游戏中提示图标的方式,无法明确的指明游戏中的目标虚拟对象的立体方位信息。
在可选的一实施方式中,第一方位信息为虚拟对象的二维信息,举例而言,二维信息为目标虚拟对象的水平面上的方位信息。在可选的一实施方式中,第一方位信息为虚拟对象在游戏场景中的二维信息。在可选的一实施方式中,第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系,其中,相对位置关系为二维关系。通过本实施方式,利用获取虚拟对象的二维信息与围绕虚拟角色设置的第一图形标识配合,由于第一图形标识具有透视立体效果,使得第一图形标识可以相对现有的提示图标更直观地展现目标虚拟对象在游戏中的位置,使得可以通过更少的数据信息实现更全面的地指示效果,提高了玩家体验的同时,并未为系统带来丰富在计算需求。
步骤S1330,确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置。
其中,如图6所示,电子设备包括显示屏,显示屏通过图形用户界面显示界面显示正在运行的内容,电子设备在运行游戏时,图形用户界面包括用于显示交互控件的控件图层和显示具有游戏内容的游戏画面图层,第一图形标识为显示于图形用户界面中的图形标识。在可选的一实施方式中,第一图形标识为设置于所述游戏场景内的游戏模型,该游戏模型通过模型挂接的方式与虚拟角色结合在一起,玩家通过当前显示界面显示的游戏画面看到第一图形标识。
通过上述实施方式,在游戏场景中设置围绕游戏角色的第一图形标识,使得第一图形标识与游戏场景结合更真实,能够更加直观准确地指示目标虚拟对象在游戏中的位置。
在可选的一实施方式中,第一图形标识为设置于所述图形用户界面内的控件标识,举例而言,第一图形标识设置于图形用户界面的控件图层,标识的显示位置可以为固定于特定显示位置,也可以根据虚拟角色在游戏画面上的显示位置确定控件标识的显示位置,具体确定方式可以根据游戏的显示逻辑进行确定,举例而言,当虚拟角色在游戏画面中的显示位置可变时,则根据虚拟角色在游戏画面上的显示位置确定控件标识的显示位置;当虚拟角色在游戏画面中的显示位置不可变时,则预先设定在图形用户界面的特定显示位置。
通过上述实施方式,通过在图形用户界面控制显示控件的方式,不仅可以直观准确地指示目标虚拟对象在游戏中的位置,而且减少了游戏画面的渲染数据,降低了渲染压力,提高了图形处理速度。
第一图形标识围绕于游戏角色的周围设置。在可选的一实施方式中,如图7A-7B所示,第一图形标识为设置于游戏场景内的环状游戏模型,虚拟角色穿过该环状游戏模型,举例而言,第一图形标识为圆形游戏模型,套设于虚拟角色的外围,通过展示游戏画面的虚拟摄像机的位置,使得最后图形用户界面中展示的第一图形标识具有透视效果,令玩家更容易建立第一图形标识与目标虚拟对象在游戏中的位置的对应关系。在可选的一实施方式中,第一图形标识为设置于所述图形用户界面内的控件标识,第一图形标识为透视平面几何形状标识,第一图形标识在图形用户界面上的显示位置与游戏画面中的虚拟角色显示的位置相交。举例而言,如图8所示,第一图形标识在图形用户界面形状为当根据透视学对圆形进行绘制成时所形成的具有透视效果的形状,该形状结合游戏画面具有透视效果,例如,以图形用户界面为透视画面,以与透视画面成一定角度平面为基平面,如,平行于地面,此时,第一图形标识在图形用户界面形状为透过透视画面观察到的位于基平面上的圆形的形状,需要说明的是,本实施方式强调的是第一图形标识在图形用户界面上的呈现的状态,而并非游戏制作时第一图形标识的状态,例如,第一图形标识在制作时为圆形,当是在游戏运行过程中,以透视效果进行显示,使得第一图形标识在图形用户界面上显示为椭圆形。
通过上述实施方式,使得第一图形标识具有立体透视效果,通过具有立体透视效果的第一图形标识可以有效表征3D游戏场景中的方位信息。通过目标虚拟对象的第一方位信息确定具有立体透视效果的第一图形标识中对应的具有立体透视效果的子标识,该子标识的立体透视效果可以清楚地反应目标虚拟对象的第一方位信息。通过此种方式,令用户可以直观的了解目标虚拟对象在游戏中的位置。
在可选的一实施方式中,第一图形标识包括至少两个子标识,至少两个子标识共同构成第一图形标识。子标识用于提示目标虚拟对象的方位信息。在可选的一实施方式中,第一图形标识的子标识的数量为预设数值,举例而言,第一图形标识的子标识的数量为预设数值为 8个。在可选的一实施方式中,第一图形标识的子标识的数量为预设数值可以根据虚拟角色的朝向范围与预设的数量对应关系进行确定,举例而言,在竞速类游戏中,虚拟角色的朝向范围为145度,那么,对应为预设数值为4个。在可选的一实施方式中,通过提供设置界面,供玩家设置对应的第一图形标识的子标识的数量。
在可选的一实施方式中,第一图形标识的子标识具有不同的显示尺寸。其中,如图4和图5所示,根据所述子标识与所述虚拟角色的位置关系确定所述子标识的显示尺寸,举例而言,位于虚拟角色的朝向前方的子标识的第一显示尺寸小于位于位于虚拟角色的朝向后方的子标识的第二显示尺寸。进一步地,子标识配置预设功能,在可选的一实施方式中,预设功能为控制虚拟角色转动至与子标识对应的朝向,在确定子标识被触发时,控制虚拟角色执行与子标识对应的预设功能,即,控制虚拟角色的朝向调整至与子标识对应的角度。
在3D场景的游戏中,电子设备的画面显示的画面通常是与游戏角色的朝向或视角方向相关的画面,也就是说,当检测到游戏角色朝向的前方存在目标虚拟对象时,则玩家较为容易在画面上发现目标虚拟对象,因而需要通过点击子标识以控制改变虚拟角色朝向或视角方向的概率较少。但是在检测到游戏角色朝向或视角方向的后方存在目标虚拟对象时,通过调整移动控件或朝向控件等以将游戏画面调整至目标虚拟对象所在方向的方式不是十分方便,容易延误了最佳的游戏响应时机,因此,在此种情况下,玩家需要通过快速且准确地触发对应的子标识。通过上述实施方式,根据所述子标识与所述虚拟角色的位置关系确定所述子标识的显示尺寸,使得图形用户界面上子标识的显示尺寸更加方便用户触控,提高了用户的使用体验。
在可选的一实施方式中,预先创建子标识,通过设置第一图形标识的初始第一显示参数确定子标识的显示参数,举例而言,第一显示参数可以为数值为0的透明值,在图形用户界面中不进行显示,如图9A所示;第一显示参数可以为数值为30的透明值,此时,在图形用户界面中可以显示出第一图形标识的轮廓,如图9B所示。在本实施方式中,所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示,其中,通过设置不同参数值的方式使得第二显示参数区别于第一显示参数,如图9C中的子标识A所示,子标识A以区别于其他子标识的第二显示参数进行显示,使得玩家可以知道具体被确定的子标识,举例而言,可以通过调整透明度值、颜色值或是尺寸等。
通过上述实施方式,由于预先创建生成子标识,使得确定与第一方位信息对应的子标识后,通过调整显示参数即可实现通过子标识指示目标虚拟对象方位的目的,通过此种方式可以提高运算速度。
在可选的一实施方式中,组成第一图形标识的子标识并非预先创建,获取目标虚拟对象的第一方位信息,预先设定子标识的显示位置确定规则,根据第一方位信息和显示位置确定规则确定子标识的显示位置,在显示位置处控制生成子标识。通过上述实施方式,可以减少画面的待渲染模型数量,降低图像数据处理压力。
如图10所示,在可选的一实施方式中,第一图形标识为子标识提供了至少两个显示位,通过将子标识显示于不同的显示位构成具有对应指示效果的第一图形标识。需要说明的是,此处提及的为子标识提供了至少两个显示位可以是指控制同一个子标识从当前显示位显示于另一个显示位,也可以是指将不同的子标识显示于不同的显示位,具体方式,可以根据实际情况进行确定。
在本实施方式中,至少两个显示位以预设高度间隔围绕所述虚拟角色设置。举例而言, 第一图形标识包括24个子标识,每8个子标识构成一组,共分为三组,每组的8个子标识通过显示位围绕虚拟角色呈环状设置形成一层图形标识,共形成3层图形标识,每组图层标识之间以预设高度设置,位于上层的子标识所指示的目标虚拟对象的高度信息高于位于下层的子标识所指示的目标虚拟对象的高度信息。
通过上述实施方式,可以建立具有透视效果的第一图形标识,利用根据预设高度进行排列的子标识表征具有不同高度信息的目标虚拟对象,可以使第一图形标识更全面地指示出目标虚拟对象在游戏中的准确位置,相比于现有的在图形用户界面上提供扁平化无透视效果的提示图标,本申请提供的第一图形标识结合目标虚拟对象在游戏中的第一方位信息可以实现指示游戏场景中处于不同高度的目标虚拟对象。
在本实施方式中,第一图形标识包括基础图形标识和高度图形标识,其中,基础图形标识和高度图形标识均是由前述的至少两个子标识构成。在可选的一实施方式中,基础图形标识至少为与游戏场景中的水平面高度相对应的标识,高度图形标识为与基础图形标识以预设高度间隔设置的标识,且高度图形标识为至少与游戏场景中的非水平高度相对应的标识,举例而言,基础图形标识除了与水平面高度相对应之外,还与水平面上的方向信息(如,东方向)相对应,高度图形标识对应的游戏场景中的非水平高度可能是水平面下的山谷,或是房屋,同时,高度图形标识与对应水平面上的方向信息(如,东方向)相对应,比如,东方向上的屋顶。在可选的一实施方式中,基础图形标识为至少与虚拟角色当前所处位置中的高度相对应的标识,高度图形标识为与基础图形标识以预设高度间隔设置的标识,且高度图形标识为至少与非虚拟角色所处的高度相对应的标识,例子与前述例子仅在方位信息的选取上存在区别,故不再赘述。其中,基础图形标识以第一显示参数显示于所述图形用户界面,所述高度图形标识以第二显示参数进行显示。在可选的一实施方式中,如图11A所示,第二显示参数包括透明度参数,其中,透明度的值为0,即,图形用户界面仅能显示通过第一显示参数进行显示的基础图形标识,而高度图形标识的透明度为0。在可选的一实施方式中,如图11B所示,第二显示参数与第一显示参数相同,即,在初始状态时,控制基础图形标识和高度图形标识以第一显示参数显示于图形用户界面上。进一步地,在所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤时,可以通过如下方式实现:控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示,例如图11A中的子标识B,即,以区别于第一显示参数和第二显示参数的第三显示参数进行显示。
通过上述实施方式,利用基础图形标识作为参照始终显示于图形用户界面,当与目标虚拟对象对应的高度图形标识中的子标识以第三显示参数进行显示时,通过高度图形标识与基础图形标识的相对位置关系可以清楚且全面地展示出目标虚拟对象在游戏中的位置。
在一可选的实施方式中,目标虚拟对象包括种类信息,举例而言,种类信息包括:敌方角色和队友角色。进一步地,控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示的步骤还包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。其中,第三显示参数包括颜色参数,预先建立目标虚拟对象种类与颜色参数的对应关系,在具体实现时,确定目标虚拟对象后,获取目标虚拟对象的第一种类信息,进而根据目标虚拟对象种类与颜色参数的对应关系和第一种类信息确定第三显示参数中的颜色参数,控制所述子标识以对应的颜色参数进行显示。举例而言,敌方角色对应的颜色参数为红色,队友角色对应的颜色参数为红色。
在可选的另一实施方式中,至少两个显示位为以预设水平间隔围绕虚拟角色设置,举例而言,第一图形标识包括8个子标识,8个子标识以预设水平间隔围绕虚拟角色呈环形设置。正如前文所述,通过围绕虚拟角色设置的第一图形标识可以清楚地指示出目标虚拟对象位于 游戏中的位置,例如,位于游戏角色的前方还是后方,相比于现有的在图形用户界面上提供扁平化无透视效果的提示图标,玩家在看到图形用户界面上的提示图标后,有一定的平面到空间的认知转换成本,玩家在得到提示图标后,往往容易丢失目标,找寻不到目标虚拟对象的方位,本申请提供的具有空间感的第一图形标识结合目标虚拟对象在游戏中的第一方位信息可以直接地指明目标虚拟对象在游戏中的位置,减少了用户的认知转换成本,提高了用户体验。
需要说明的是,在上述关于至少两个显示位的实施方式彼此之间并不是排斥的,而是可以根据需要进行组合,举例而言,第一图形标识的多个子标识既可以在高度方向上以预设高度间隔设置,在水平方向的子标识之间以预设水平间隔设置。
在可选的一实施方式中,预先建立子标识与虚拟角色的相对方位信息的对应关系,第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系。在本实施方式中,第一方位信息中可以包含高度信息和水平面上的方向信息。在其他实施方式中,第一方位信息也可以仅包括水平面上的方向信息。其中,高度信息和水平面上的方向信息均为相对信息,具体内容已在前文记载,在此不做赘述。其中,虚拟角色的相对方位信息是指游戏场景中一虚拟资源或虚拟对象的场景位置相对虚拟角色的方位信息。
在可选的一实施方式中,预先建立子标识与游戏场景中的方位信息的对应关系,第一方位信息为目标虚拟对象在游戏场景中的方位信息。在本实施方式中,第一方位信息中可以包含高度信息和水平面上的方向信息。在其他实施方式中,第一方位信息也可以仅包括水平面上的方向信息。其中,高度信息和水平面上的方向信息均为游戏场景中的方位信息,具体内容已在前文记载,在此不做赘述。
在本实施方式中,确定第一图形标识中与第一方位信息对应的子标识可以通过如下步骤进行:获取目标虚拟对象的第一方位信息后,根据第一方位信息与对应关系确定第一图形标识中对应的子标识。在可选的一实施方式中,第一方位信息可以通过离线数据生成的方式,离线生成目标虚拟对象与虚拟角色的相对位置关系清单,游戏运行过程中,通过获取目标虚拟对象的目标方位信息和虚拟角色的角色方位信息后,通过离线生成目标虚拟对象与虚拟角色的相对位置关系清单确定第一方位信息。在可选的一实施方式中,第一方位信息可以通过如下方式实现:获取目标虚拟对象的目标方位信息和虚拟角色的角色方位信息;根据目标虚拟对象的目标方位信息和虚拟角色的角色方位信息得到方向向量;根据方向向量的方向信息确定第一方位信息。
通过上述实施方式,在图形用户界面上设置以具有透视效果的排列方式设置第一图形标识,通过建立第一图形标识中的子标识与游戏场景中的方位信息或是与游戏角色的相对方位信息的对应关系,进而在获取到目标虚拟对象的第一方位信息后,通过对应关系和第一方位信息可以确定对应的子标识,通过显示具有具有透视效果的子标识,可以直观清楚地指示目标虚拟对象在游戏中的位置。
步骤S1350,通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。具体地,预先控制所述第一图形标识以第一显示参数进行显示,在通过步骤S1330确定子标识后,控制子标识以区别于所述第一显示参数的第二显示参数进行显示。在本实施方式中,第一显示参数包括第一透明度参数,第二显示参数包括第二透明度参数,其中,区别于第一显示参数的第二显示参数为包含区别于第一透明度参数的第二透明度参数的第二显示参数。在其他实施方式中,第一显示参数和第二显示参数也可以包括其他类型的参数,只要通过调整参数的值可以另子标识具有不同的显示效果即可。
在一可选的实施方式中,目标虚拟对象包括种类信息,举例而言,种类信息包括:敌方角色和队友角色。进一步地,控制子标识以区别于所述第一显示参数的第二显示参数进行显示的步骤还包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。其中,第二显示参数包括颜色参数,预先建立目标虚拟对象种类与颜色参数的对应关系,在具体实现时,确定目标虚拟对象后,获取目标虚拟对象的第一种类信息,进而根据目标虚拟对象种类与颜色参数的对应关系和第一种类信息确定第二显示参数中的颜色参数,控制所述子标识以对应的颜色参数进行显示。举例而言,敌方角色对应的颜色参数为红色,队友角色对应的颜色参数为红色。
通过上述实施方式,通过不同的颜色参数控制子标识进行显示,以标识该子标识所对应的目标虚拟对象的种类,可以更好的指示目标虚拟对象的信息,不仅仅指示了目标虚拟对象在游戏中的位置信息,同时,指示了目标虚拟对象的种类信息,通过此种方式,可以给玩家更明确的指示作用。
如图12所示,在一可选的实施方式中,所述子标识包括多个标识单位,每个标识单位代表预设个数的与该子标识对应的目标虚拟对象个数。所述方法还包括:确定与所述子标识相对应所述目标虚拟对象的目标数量,根据所述目标数量控制显示相应数量的所述标识单位。举例而言,如果确定满足提示触发事件的目标虚拟对象的个数为5个,确定与该5个目标虚拟对象的5个第一方位信息对应的子标识都是同一个子标识,则标识单位的数量为5,即,则图形化显示这5个标识单位,以指示玩家在游戏中与第一方位信息对应的位置处有5个目标虚拟对象。
通过上述实施方式,可以通过动态地调整构成特定子标识的标识单位数量,可以实时的反应游戏中特定方位处的目标虚拟对象数量,给与玩家更好的操作体验。
在一可选的实施方式中,控制与目标虚拟对象相对应的子标识进行显示的第二显示参数或第三显示参数中还包括饱和度,第一方位信息中还包括目标虚拟对象与虚拟角色的距离信息,预先设定饱和度与距离信息的对应关系,控制子标识以区别于所述第一显示参数的第二显示参数进行显示的步骤还包括:根据目标虚拟对象与虚拟角色的距离信息控制所述子标识以对应的饱和度进行显示。在具体实现时,确定目标虚拟对象的第一位置信息后,获取第一位置信息中的距离信息,进而根据预先设定饱和度与距离信息的对应关系和距离信息确定第二显示参数中的饱和度,控制所述子标识以对应的饱和度进行显示。需要说明的是,在控制构成子标识的标识单位进行显示时,同样上述关于根据目标虚拟对象与虚拟角色的距离信息控制所述子标识以对应的饱和度进行显示的内容同样适用,故,在此不做赘述。同样地,上述实施方式同样适用于在控制子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示的步骤中,故,在此不做赘述。当然也可以通过调整其他的参数信息标识目标虚拟对象与虚拟角色的距离,例如,亮度、色相等信息,如图12中的标识单位A和标识单位B所示,标识单位A对应的目标虚拟对象与虚拟角色之间的距离大于标识单位B对应的目标虚拟对象与虚拟角色之间的距离。
通过上述实施方式,通过实时根据目标虚拟对象与虚拟角色之间的距信息调整子标识或是构成子标识的标识单位的饱和度,可以实时的反应游戏中目标虚拟对象的移动状态,更精准地指示处目标虚拟对象在游戏中的情况,给与玩家更好的操作体验。
在一可选的实施方式中,本申请提供的方法还包括:步骤S1370,响应控制指令,控制所述图形用户界面从第一游戏画面切换至第二游戏画面,其中,所述第二游戏画面为根据所述子标识对应的所述游戏场景中的第二方位信息确定的游戏画面。其中,控制指令为通过接 收作用于终端的控制操作而触发的指令,举例而言,控制操作可以为触摸操作,也可是通过传感器实现的悬浮操作,也可以是通过物理输入设置施加的操作。在本实施方式中,响应控制指令可以通过如下步骤实现:
步骤S13701,接收作用于触摸屏的触控操作;
步骤S13703,确定触控操作满足参数阈值时,触发控制指令。
在本实施方式中,参数阈值为触控操作的触控位置处于子标识对应的范围内。在其他实施方式中,参数阈值为预设时长内的触控操作的次数,举例而言,在预设时间内检测到到两次触控操作,则确定触控操作满足参数阈值,触发控制指令。
通过上述实施方式,使得玩家在检测到声源或是受到攻击时,通过在触摸屏上施加触控操作,控制将图形用界面上显示的第一游戏画面切换至根据子标识对应的第二方位信息确定的第二游戏画面,使得玩家可以快速在图形用户界面中定位到目标虚拟对象,为玩家提供了一种全新的交互体验和游戏功能,提高了玩家体验。
如图14所示,本申请一实施例还提供了一种游戏角色控制方法,应用于可呈现图形用户界面的触控终端,所述图形用户界面包含虚拟角色和至少部分游戏场景,所述方法包括:
步骤S1410,确定满足提示触发事件的至少一目标虚拟对象;
步骤S1430,确定第一图形标识中与所述目标虚拟对象对应的子标识,其中,所述子标识用于在所述图形用户界面上图形化显示所述提示触发事件;
步骤S1450,响应于视野调整触控指令,根据所述子标识对应的方向信息,控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野。
通过上述实施方式,在确定满足提示触发事件的目标虚拟对象后,控制在图形用户界面上显示与目标虚拟对象相对应的子标识,在检测到视野调整触控指令后,根据该子标识所对应的方向信息,进一步根据该方向信息确定游戏画面中呈现的游戏内容,并将该游戏画面作为第二呈现视野,控制将游戏画面的当前第一呈现视野调整为第二呈现视野。通过此种方式,可以使玩家在图形用户界面中迅速找到目标虚拟对象,为玩家提供了一种全新的交互方式和游戏体验。
具体地,在步骤S1410中,步骤S310中的满足提示触发事件的相关内容同样适用于本步骤S1410中的满足提示触发事件,需要说明的是,前文记载的与满足提示触发事件直接相关或间接相关的技术方案在不产生逻辑矛盾的前提下,同样适用本实施方式中的满足提示触发事件的相关内容。同样地,步骤S310中的满足提示触发事件的至少一目标虚拟对象同样适用本步骤S1410中的满足提示触发事件的至少一目标虚拟对象,需要说明的是,前文记载的与满足提示触发事件的至少一目标虚拟对象直接相关或间接相关的技术方案在不产生逻辑矛盾的前提下,同样适用本实施方式中的满足提示触发事件的至少一目标虚拟对象相关内容。在步骤S1430中,与目标虚拟对象对应的子标识可以为与目标虚拟对象在游戏中的游戏参数相对应的子标识,举例而言,游戏参数可以为方位参数,也可以朝向参数,移动参数等。在一可选实施方式中,确定第一图形标识中与所述目标虚拟对象对应的子标识的步骤可以通过如下方式进行:
步骤S14301,获取所述目标虚拟对象的第一方位信息;
步骤S14303,确定所述第一图形标识中与所述第一方位信息对应的子标识。
通过上述实施方式,根据目标虚拟对象的第一方位信息确定第一图形标识中相对应的子标识,通过将子标识可视地显示于图形用户界面,使得通过子标识在图形用户界面上指示出目标虚拟对象在游戏中的方位。
在步骤S1450中,响应于视野调整触控指令,根据所述子标识对应的方向信息,控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野。
如图15所示,在一可选的实施方式中,视野调整触控指令为响应作用于电子设备的第一控制操作而出发的指令,其中,视野调整触控指令可以控制改变游戏画面的呈现视野。其中,第一控制操作可以为触控操作,也可是通过传感器实现的悬浮操作,也可以是通过物理输入设置施加的操作。在可选的一实施方式中,响应于视野调整触控指令可以通过如下步骤进行:接收作用于预设触控区域的触控操作,触发对应的控制指令。在本实施方式中,预设触控区域为与目标虚拟对象对应的子标识所对应的图形用户界面上的区域,如图15中所示的子标识A所对应的区域。在其他实施方式中,预设触控区域为图形用户界面中的空白区域,其中,空白区域是指图形用户界面中与功能触发区域非重合的区域,功能触发区可以是可见控件所对应的区域,也可以是非可见的与特定功能对应的区域,如图15中所示的虚线框区域。在本实施方式中,触控操作为作用于所述预设触控区域满足预设时长的触摸操作,举例而言,接收作用于预设触控区域的触控操作,触发对应的控制指令的步骤可以为:确定子控件的区域接收到触摸操作,如图15中所示的触摸操作A,获取触摸操作的持续时长,当持续时长超过预设时长时,则触发控制指令;接收作用于预设触控区域的触控操作,触发对应的控制指令的步骤也可以为:确定图形用户界面上的空白区域接收到触摸操作,如图15中所示的触摸操作B,获取触摸操作的持续时长,当持续时长超过预设时长时,则触发控制指令。
在其他实施方式中,触控操作为作用于所述预设触控区域满足预设压力值的触摸操作,举例而言,接收作用于预设触控区域的触控操作,触发对应的控制指令的步骤可以为:确定子控件的区域接收到触摸操作,获取触摸操作的当前压力值,当当前压力值超过预设压力值时,则触发控制指令;接收作用于预设触控区域的触控操作,触发对应的控制指令的步骤也可以为:确定图形用户界面上的空白区域接收到的触摸操作,获取触摸操作的当前压力值,当当前压力值超过预设压力值时,则触发控制指令。
在其他实施方式中,触控操作为在预设时长内作用于所述预设触控区域满足预设数量的点击操作,例如,触控操作为双击操作或是单击操作,举例而言,接收作用于预设触控区域的触控操作,触发对应的控制指令的步骤可以为:确定图形用户界面上的空白区域接收到的触摸操作,确定在预设时长内接收的点击操作的次数满足预设数量,如,双击操作,则触发控制指令;接收作用于预设触控区域的触控操作,触发对应的控制指令的步骤可以为:确定子控件的区域接收到触摸操作,确定在预设时长内接收的点击操作的次数满足预设数量,如,双击操作,则触发控制指令。
其中,子标识对应的方向信息为满足优先级顺序的目标虚拟对象所对应的子标识的方向信息。需要说明的是,游戏场景中可能存在多个虚拟对象和虚拟资源,目标虚拟对象是指满足提示触发事件的虚拟对象或虚拟资源,在本实施方式中,影响优先级顺序的参数包括确定目标虚拟对象的确定时间,举例而言,满足优先级顺序的目标虚拟对象所对应的子标识的方向信息为满足预设时间顺序的确定时间所对应的目标虚拟对象所对应的子标识的方向信息,其中,预设时间顺序为根据时间先后顺序确定的排在最后的确定时间,举例而言,确定时间包括在10:31、10:33和10:35,那么根据时间先后顺序确定的排在最后的确定时间为10:35, 需要说明的是,预设时间顺序还可以是其他根据实际需求确定的顺序。举例而言,如图16所示,第一图形标识中的子标识a与目标虚拟对象a相对应,子标识b与目标虚拟对象b相对应,子标识c与目标虚拟对象c相对应,其中,目标虚拟对象a的确定时间为10:00,目标虚拟对象b的确定时间为10:05,目标虚拟对象c的确定时间为10:10,则步骤S1450中的子标识对应的方向信息为目标虚拟对象c所对应的子标识c所对应的方向信息。在本实施方式中,本申请提供个游戏角色控制方法的步骤可以通过如下方式还包括:记录目标虚拟对象的确定时间,步骤S1450的步骤可以通过如下方式进行:
响应视野调整控制指令;
获取至少一目标虚拟对象的确定时间;
确定满足预设时间顺序的确定时间;
获取满足预设时间顺序的确定时间所对应的目标虚拟对象所对应的子标识的方向信息,控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野。
在其他实施方式中,影响优先级顺序的参数包括提示触发事件的类型,举例而言,满足优先级顺序的目标虚拟对象所对应的子标识的方向信息为满足预设优先顺序的提示触发事件的类型对应的目标虚拟对象所对应的子标识的方向信息,其中,提示触发事件类型包括声源类型和/或对虚拟角色执行预设操作的类型,例如,声源类型可以包括:脚步声、枪声、破碎声,对所述虚拟角色执行预设操作的类型可以包括:枪击、砍刀等,脚步声的优先级大于破碎声的优先级。需要说明的是,预设优先顺序可以是根据实际需求确定的顺序。在本实施方式中,步骤S1450的步骤可以通过如下方式进行:
响应视野调整控制指令;
获取至少一提示触发事件的类型;
确定满足预设优先顺序的提示触发事件的类型;
获取满足预设优先顺序的提示触发事件的类型对应的目标虚拟对象所对应的子标识的方向信息,控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野。
在其他实施方式中,影响优先级顺序的参数还可以包括目标虚拟对象的属性类型,属性类型可以为目标虚拟对象的职业属性,例如,战士、法师等,当然提示类型也可以为其他根据需求确定的类型。举例而言,满足优先级顺序的目标虚拟对象所对应的子标识的方向信息为满足预设优先顺序的目标虚拟对象的属性类型对应的目标虚拟对象所对应的子标识的方向信息。
需要说明的是,子标识对应的方向信息为也可以是根据玩家自定义或是游戏开发者预定的方式进行确定的子标识所对应的方向信息。
通过上述实施方式,使得可以控制游戏画面显示的呈现视野中包含优先级较高的目标虚拟对象,由于在对战游戏过程中,优先级较高的目标虚拟对象对游戏结果具有较大影响,因此,此种实施方式可以使玩家快速地获知游戏场景中目标虚拟对象的情况,减少了玩家输入较多无效的操作,进一步地减少了电子设备的数据渲染压力,进一步带来了对功耗的节省,而且提高了用户体现。
关于步骤S1450中的控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野,其中,游戏画面中呈现的内容是通过将游戏中的虚拟摄像机捕捉的内容进行渲染之后得到的画面,根据子标识对应的方向信息调整虚拟摄像机的朝向,进而通过将调整朝向后的虚拟摄像机捕捉的内容进行渲染得到游戏画面的第二呈现视野。图17A所示的为游戏画面的当前第一呈现视野,在该游戏场景中,第一图形标识中的子标识a、子标识b和子标识c分别与至少一个目标虚拟对象相对应,用以指示目标虚拟对象在游戏中的位置情况,响应用于触发视野调整触控指令的触摸操作C,该触摸操作C作用于子标识b所对应的区域,获取子标识b所对应的方向信息,根据该方向信息确定游戏画面的第二呈现视野,如图17B所示,该第二呈现视野中包含子标识b所对应的目标虚拟对象。通过此种方式,可以使玩家在图形用户界面中迅速找到目标虚拟对象,为玩家提供了一种全新的交互方式和游戏体验,减少了玩家输入较多无效的操作,进一步地减少了电子设备的数据渲染压力,进一步带来了对功耗的节省,而且提高了用户体现。
在可选的实施方式中,虚拟摄像机与虚拟角色的朝向绑定,游戏运行过程中,通过改变虚拟角色的朝向改变虚拟摄像机的朝向,进一步地,导致游戏画面中呈现的内容的改变,即,改变游戏画面呈现视野,但需要说明的是,改变呈现视野并不一定会导致虚拟角色朝向的改变,在可选的一实施方式中,改变呈现视野同时改变虚拟角色的朝向。
在可选的一实施方式中,改变呈现视野并不会改变虚拟角色的朝向,进一步地,在本实施方式中,在步骤S1450之后,游戏角色控制方法的步骤进一步包括:响应于朝向调整触发事件,将所述虚拟角色的当前朝向调整至所述游戏画面的第二呈现视野对应的朝向。朝向调整事件为用于控制改变虚拟角色朝向的触发条件,在本实施方式中,朝向调整事件为满足操作参数阈值的第二控制操作,其中,操作参数可以为控制操作的按压压力阈值,操作参数也可以为控制操作的操作时长阈值,例如,触摸图形用户界面的时长阈值,操作参数也可以为控制操作的次数,例如,双击。需要说明的是,第二控制操作可以为与第一控制操作彼此独立的操作,也可以为与第一控制操作连续的操作,具体可以根据开发者或是玩家的设定进行确定,举例而言,第一控制操作为作用于所述预设触控区域满足预设时长的触摸操作,和第二控制操作为满足控制操作的操作时长阈值的操作,在第二控制操作为与第一控制操作彼此独立的操作的情况下,具体实现时,可以是在确定所述预设触控区域超过预设时长的触摸操作后,即,响应视野调整触控指令,控制将游戏画面的当前第一呈现视野变更为第二呈现视野,确定第一控制操作结束后,再重新确定满足控制操作的操作时长阈值的操作,即,响应朝向调整触发事件,将所述虚拟角色的当前朝向调整至所述游戏画面的第二呈现视野对应的朝向;在第二控制操作为与第一控制操作连续的操作的情况下,具体实现时,可以是在确定所述预设触控区域超过预设时长的触摸操作后,即,响应视野调整触控指令,控制将游戏画面的当前第一呈现视野变更为第二呈现视野,再确定满足控制操作的操作时长阈值的操作,即,响应朝向调整触发事件,将所述虚拟角色的当前朝向调整至所述游戏画面的第二呈现视野对应的朝向。在其他实施方式中,朝向调整事件也可是其他根据实际需求进行预先定义或是根据玩家设置进行定义。
在其他实施方式中,在步骤S1450之后,游戏角色控制方法的步骤进一步包括:响应于释放操作,将所述虚拟角色的当前朝向调整至所述游戏画面的第二呈现视野对应的朝向。其中,所述释放操作为与所述触控操作相对应的操作,即,释放操作为释放该触控操作的操作,在本实施方式中,当检测到触控操作的触控点消失时,则确定接收到释放操作,举例而言,当玩家通过手指接触图形用户界面的操作为触控操作时,那么,当手指离开图形用户界面时,则确定为释放操作;在其他实施方式中,释放操作也可以是满足操作参数阈值的操作,举例而言,在确定接收到触控操作后进一步检测触控操作的压力值满足压力阈值时,确定为释放 操作,需要说明的是,该释放操作可以为与触控操作连续的操作,也可是与触控操作相互独立的操作。
通过上述实施方式,控制改变虚拟角色的朝向,使虚拟角色的朝向与游戏画面所呈现的第二呈现视野相一致,可以令玩家控制虚拟角色执行游戏操作,例如,射击等,为玩家提供了一种新型的玩法和交互方式,此种实施方式同样可以使玩家快速地控制虚拟角色对游戏场景中的目标虚拟对象做出相应的响应,减少了玩家输入较多无效的操作,进一步地减少了电子设备的数据渲染压力,进一步带来了对功耗的节省,而且提高了用户体现。
在可选的一实施方式中,在步骤1450之后,游戏角色控制方法的步骤进一步包括:响应于释放操作,将所述游戏画面的第二呈现视野恢复至响应所述视野调整触控指令之前的状态,其中,所述释放操作为与所述触控操作相对应的操作,其中,关于释放操作的内容与前述相对应的部分相一致,故,在此不做赘述。
需要说明的是,本申请的第二呈现视野恢复至响应视野调整触控指令前的状态包括:控制所述图形用户界面上游戏画面的第二呈现视野恢复至所述响应视野调整触控指令前的第一呈现视野;或者,控制所述图形用户界面上游戏画面的第二呈现视野恢复至根据所述响应视野调整触控指令前的呈现视野计算逻辑计算得到的呈现视野。
其中,控制所述图形用户界面上游戏画面的第二呈现视野恢复至所述响应视野调整触控指令前的第一呈现视野,即,将呈现的视野范围绝对地恢复至响应视野调整触控指令前的状态:游戏画面的虚拟摄像机的绝对位置和绝对角度/方向均恢复至响应视野调整触控指令前的状态,例如,在响应视野调整触控指令前,虚拟摄像机的位置为游戏场景绝对坐标中的A点,摄像方向为方向向量AO;将呈现的视野范围绝对地恢复至响应视野调整触控指令前的状态基于A点和方向AO进行绝对恢复,即,基于所述响应视野调整触控指令前虚拟摄像机在所述游戏场景绝对坐标中的位置以及绝对坐标中的拍摄方向,控制所述图形用户界面上游戏画面的呈现视野。
其中,控制所述图形用户界面上游戏画面的第二呈现视野恢复至根据所述响应视野调整触控指令前的呈现视野计算逻辑计算得到的呈现视野,即,将视野恢复至响应视野调整触控指令前的控制状态,例如:在响应视野调整触控指令前,游戏是按照预定的计算逻辑计算视野的,(例如:虚拟摄像机被设置在虚拟角色的头部,朝向跟随虚拟角色的转动而转动),在这样的情况下,本申请的呈现视野恢复至响应视野调整触控指令前的状态也可以是恢复采用响应视野调整触控指令前的计算逻辑以计算视野;例如,在响应视野调整触控指令前,虚拟摄像机的位置为与虚拟角色相关联的相对坐标中的A点(比如,在虚拟角色后方距离为W、高度为H的点),摄像方向为方向向量AO,其与虚拟角色的朝向和/或武器准星方向相关联(比如,方向向量AO在水平方向上的投影与虚拟角色在水平方向上的朝向相同),恢复时,虚拟摄像机的位置仍然位于虚拟角色后方距离为W、高度为H的点,虚拟摄像机的摄像方向与虚拟角色的朝向和/或武器准星方向相关联,即,基于当前所述虚拟角色在所述游戏场景绝对坐标中的位置、当前所述虚拟角色的朝向和/或所述虚拟角色的武器准星方向、所述响应视野调整触控指令前虚拟摄像机在所述游戏场景中相对于所述虚拟角色的位置关系、所述响应视野调整触控指令前虚拟角色的朝向和/或所述虚拟角色的武器准星方向与虚拟摄像机拍摄方向的关联关系,控制所述图形用户界面上游戏画面的呈现视野。
本申请请求保护的范围至少应当包括上述两种情况。
如图18所示,示例性的实施例中还公开了一种信息处理装置,装置包括:
检测组件,设置为确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;
确定组件,设置为确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;
显示组件,设置为通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。
如图19所示,示例性的实施例中还公开了一种游戏角色控制装置,装置包括:
检测组件,设置为确定满足提示触发事件的至少一目标虚拟对象;
显示组件,设置为根据所述目标虚拟对象确定所述图形用户界面上对应的子标识;
响应组件,设置为响应视野调整触控指令,根据所述子标识对应的方向信息,控制将图形用户界面中显示的游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野。
上述实施例中各组件的具体细节已经在对应的信息处理方法和游戏角色控制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组件与信息处理方法相对应,游戏角色控制装置中还包括其他组件与游戏角色控制方法相对应,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组件,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组件的特征和功能可以在一个组件中具体化。反之,上文描述的一个组件的特征和功能可以进一步划分为由多个组件来具体化。
图20为本公开一实施例的其中一种电子设备的结构示意图。如图20所示,本实施例的电子设备包括:存储器和处理器。其中,存储器和处理器之间可通过总线连接。通过在电子设备的处理器上执行软件应用并在电子设备的显示设备上渲染得到图形用户界面。
在可选的一实施方式中,其中,处理器配置为经由执行可执行指令来实现如下步骤:确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。
可选地,所述第一图形标识为设置于所述游戏场景内的游戏模型或为设置于所述图形用户界面内的控件标识。
可选地,所述满足提示事件的至少一个目标虚拟对象为根据所述虚拟角色确定的预设范围内的声源。
可选地,所述满足提示事件的至少一个目标虚拟对象为对所述虚拟角色执行预设操作的虚拟对象。
可选地,所述第一图形标识至少包括两个所述子标识,其中,所述子标识用于提示所述目标虚拟对象的方位信息;所述每个子标识至少包含两个显示位,所述显示位以预设高度间隔围绕所述虚拟角色设置。
可选地,所述子标识包括多个标识单位;所述方法还包括:确定与所述子标识相对应所述目标虚拟对象的目标数量,根据所述目标数量控制显示相应数量的所述标识单位。
可选地,所述第一图形标识至少包括两个所述子标识;根据所述子标识与所述虚拟角色的位置关系确定所述子标识的显示尺寸。
可选地,预先建立所述子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述确定第一图形标识中与所述第一方位信息对应的子标识的步骤为:根据所述第一方位信息和所述对应关系确定与所述第一方位信息对应的所述子标识。
可选地,所述第一方位信息包括如下至少一种信息:高度信息和水平面上的方向信息。
可选地,所述第一图形标识包括基础图形标识和高度图形标识,其中,所述基础图形标识以第一显示参数显示于所述图形用户界面,所述高度图形标识以第二显示参数进行显示。
可选地,所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示。
可选地,所述目标虚拟对象的种类包括:敌方角色和队友角色;所述第三显示参数包括颜色参数;所述控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示的步骤,包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。
可选地,所述第一图形标识至少包括两个所述子标识,其中,所述子标识用于提示所述目标虚拟对象的方位信息;每个所述子标识至少包括两个显示位,所述显示以预设水平间隔围绕所述虚拟角色设置。
可选地,预先建立所述子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述确定第一图形标识中与所述第一方位信息对应的子标识的步骤为:根据所述第一方位信息和所述对应关系确定与所述第一方位信息对应的所述子标识,所述第一方位信息包括水平面上的方向信息。
可选地,预先控制所述第一图形标识以第一显示参数进行显示;所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示。
可选地,所述目标虚拟对象的种类包括:敌方角色和队友角色;所述第二显示参数包括颜色参数;所述控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示的步骤,包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。
可选地,所述方法还包括:响应控制指令,控制所述图形用户界面从第一游戏画面切换至第二游戏画面,其中,所述第二游戏画面为根据所述子标识对应的所述游戏场景中的第二方位信息确定的游戏画面。
通过本申请提供的电子设备,在虚拟角色的周围设置第一图形标识,第一图形标识中包括多个子标识,该多个子标识分别对应不同的方向,当检测到满足提示触发事件的目标虚拟对象时,获取目标虚拟对象的第一方位信息,确定第一图形标识中与第一方位信息对应的子标识,进而通过在图形用户界面上显示该子标识,以显示对应的提示触发事件。通过此种方式,可以使围绕着虚拟角色设置的子标识清楚、全面地与游戏场景中的目标虚拟对象所处的空间位置相对应,使得用户可以直观的了解目标虚拟对象在游戏中的位置。
在可选的一实施方式中,其中,处理器配置为经由执行可执行指令来实现如下步骤:
确定满足提示触发事件的至少一目标虚拟对象;
确定第一图形标识中与所述目标虚拟对象对应的子标识,其中,通过所述子标识在所述图形用户界面上图形化显示所述提示触发事;
响应于视野调整触控指令,根据所述子标识对应的方向信息,控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野。
可选地,所述满足提示触发事件的至少一目标虚拟对象至少为下述之一:根据所述虚拟角色确定的预设范围内的声源和对所述虚拟角色执行预设操作的虚拟对象。
可选地,所述第一图形标识包括至两个所述子标识,其中,所述第一图形标识围绕所述虚拟角色设置。
可选地,确定第一图形标识中与所述目标虚拟对象对应的子标识,包括:
获取所述目标虚拟对象的第一方位信息;
根据所述第一方位信息确定所述图形用户界面上对应的子标识。
可选地,预先建立子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述根据所述第一方位信息确定所述图形用户界面上对应的子标识的步骤为根据所述第一方位信息和所述对应关系确定所述图形用户界面上对应的子标识。
可选地,所述第一方位信息包括如下至少一种信息:高度信息和水平面上的方向信息。
可选地,所述响应视野调整触控指令的步骤为接收作用于预设触控区域的触控操作,触发对应的控制指令。
可选地,所述预设触控区域包括如下至少一种区域:
与所述目标虚拟对象对应的子标识所对应的区域;和
所述图形用户界面上的空白区域。
可选地,所述触控操作为以下其中之一:作用于所述预设触控区域满足预设时长的触摸操作;
作用于所述预设触控区域满足预设压力值的触摸操作;和,
在预设时长内作用于所述预设触控区域满足预设数量的点击操作。
可选地,所述控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野之后,还包括:
响应于释放操作,将所述游戏画面的第二呈现视野恢复至响应所述视野调整触控指令之前的状态,其中,所述释放操作为与所述触控操作相对应的操作;或,
响应于朝向调整触发事件,将所述虚拟角色的当前朝向调整至所述游戏画面的第二呈现视野对应的朝向。
可选地,所述控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野之后,还包括:
响应于释放操作,将所述虚拟角色的当前朝向调整至所述游戏画面的第二呈现视野对应的朝向,其中,所述释放操作为与所述触控操作相对应的操作。
可选地,所述方法还包括:记录所述目标虚拟对象的确定时间;
所述子标识对应的方向信息为满足预设时间顺序的确定时间所对应的目标虚拟对象所对应子标识的方向信息。
通过本申请提供的电子设备,在确定满足提示触发事件的目标虚拟对象后,控制在图形用户界面上显示与目标虚拟对象相对应的子标识,在检测到视野调整触控指令后,根据该子标识所对应的方向信息,进一步根据该方向信息确定游戏画面中呈现的游戏内容,并将该游戏画面作为第二呈现视野,控制将游戏画面的当前第一呈现视野调整为第二呈现视野。通过此种方式,可以使玩家在图形用户界面中迅速找到目标虚拟对象,为玩家提供了一种全新的交互方式和游戏体验。
在可选的实施方式中,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,用于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组件。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21为本公开实施例的其中一种计算机可读存储介质的结构示意图。如图21所示,描述了根据本申请的实施方式的程序产品1100,其上存储有计算机程序,在一可选的实施方式中,计算机程序被处理器执行时实现如下步骤:确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。
可选地,所述第一图形标识为设置于所述游戏场景内的游戏模型或为设置于所述图形用户界面内的控件标识。
可选地,所述满足提示事件的至少一个目标虚拟对象为根据所述虚拟角色确定的预设范围内的声源。
可选地,所述满足提示事件的至少一个目标虚拟对象为对所述虚拟角色执行预设操作的虚拟对象。
可选地,所述第一图形标识至少包括两个所述子标识,其中,所述子标识用于提示所述目标虚拟对象的方位信息;所述每个子标识至少包含两个显示位,所述显示位以预设高度间隔围绕所述虚拟角色设置。
可选地,所述子标识包括多个标识单位;所述方法还包括:确定与所述子标识相对应所述目标虚拟对象的目标数量,根据所述目标数量控制显示相应数量的所述标识单位。
可选地,所述第一图形标识至少包括两个所述子标识;根据所述子标识与所述虚拟角色的位置关系确定所述子标识的显示尺寸。
可选地,预先建立所述子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述确定第一图形标识中与所述第一方位信息对应的子标识的步骤为:根据所述第一方位信息和所述对应关系确定与所述第一方位信息对应的所述子标识。
可选地,所述第一方位信息包括如下至少一种信息:高度信息和水平面上的方向信息。
可选地,所述第一图形标识包括基础图形标识和高度图形标识,其中,所述基础图形标识以第一显示参数显示于所述图形用户界面,所述高度图形标识以第二显示参数进行显示。
可选地,所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示。
可选地,所述目标虚拟对象的种类包括:敌方角色和队友角色;所述第三显示参数包括颜色参数;所述控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示的步骤,包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。
可选地,所述第一图形标识至少包括两个所述子标识,其中,所述子标识用于提示所述目标虚拟对象的方位信息;每个所述子标识至少包括两个显示位,所述显示以预设水平间隔围绕所述虚拟角色设置。
可选地,预先建立所述子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述确定第一图形标识中与所述第一方位信息对应的子标识的步骤为:根据所述第一方位信息和所述对应关系确定与所述第一方位信息对应的所述子标识,所述第一方位信息包括水平面上的方向信息。
可选地,预先控制所述第一图形标识以第一显示参数进行显示;所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示。
可选地,所述目标虚拟对象的种类包括:敌方角色和队友角色;所述第二显示参数包括颜色参数;所述控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示的步骤,包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。
可选地,所述方法还包括:响应控制指令,控制所述图形用户界面从第一游戏画面切换至第二游戏画面,其中,所述第二游戏画面为根据所述子标识对应的所述游戏场景中的第二方位信息确定的游戏画面。
通过本申请提供的计算机可读存储介质,在虚拟角色的周围设置第一图形标识,第一图形标识中包括多个子标识,该多个子标识分别对应不同的方向,当检测到满足提示触发事件的目标虚拟对象时,获取目标虚拟对象的第一方位信息,确定第一图形标识中与第一方位信息对应的子标识,进而通过在图形用户界面上显示该子标识,以显示对应的提示触发事件。通过此种方式,可以使围绕着虚拟角色设置的子标识清楚、全面地与游戏场景中的目标虚拟对象所处的空间位置相对应,使得用户可以直观的了解目标虚拟对象在游戏中的位置。
在一可选的实施方式中,计算机程序被处理器执行时实现如下步骤:
确定满足提示触发事件的至少一目标虚拟对象;
确定第一图形标识中与所述目标虚拟对象对应的子标识,其中,通过所述子标识在所述 图形用户界面上图形化显示所述提示触发事;
响应于视野调整触控指令,根据所述子标识对应的方向信息,控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野。
可选地,所述满足提示触发事件的至少一目标虚拟对象至少为下述之一:根据所述虚拟角色确定的预设范围内的声源和对所述虚拟角色执行预设操作的虚拟对象。
可选地,所述第一图形标识包括至两个所述子标识,其中,所述第一图形标识围绕所述虚拟角色设置。
可选地,确定第一图形标识中与所述目标虚拟对象对应的子标识,包括:
获取所述目标虚拟对象的第一方位信息;
根据所述第一方位信息确定所述图形用户界面上对应的子标识。
可选地,预先建立子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述根据所述第一方位信息确定所述图形用户界面上对应的子标识的步骤为根据所述第一方位信息和所述对应关系确定所述图形用户界面上对应的子标识。
可选地,所述第一方位信息包括如下至少一种信息:高度信息和水平面上的方向信息。
可选地,所述响应视野调整触控指令的步骤为接收作用于预设触控区域的触控操作,触发对应的控制指令。
可选地,所述预设触控区域包括如下至少一种区域:
与所述目标虚拟对象对应的子标识所对应的区域;和
所述图形用户界面上的空白区域。
可选地,所述触控操作为以下其中之一:作用于所述预设触控区域满足预设时长的触摸操作;
作用于所述预设触控区域满足预设压力值的触摸操作;和,
在预设时长内作用于所述预设触控区域满足预设数量的点击操作。
可选地,所述控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野之后,还包括:
响应于释放操作,将所述游戏画面的第二呈现视野恢复至响应所述视野调整触控指令之前的状态,其中,所述释放操作为与所述触控操作相对应的操作;或,
响应于朝向调整触发事件,将所述虚拟角色的当前朝向调整至所述游戏画面的第二呈现视野对应的朝向。
可选地,所述控制将所述游戏画面的当前第一呈现视野变更为根据所述方向信息确定的游戏画面的第二呈现视野之后,还包括:
响应于释放操作,将所述虚拟角色的当前朝向调整至所述游戏画面的第二呈现视野对应的朝向,其中,所述释放操作为与所述触控操作相对应的操作。
可选地,所述方法还包括:记录所述目标虚拟对象的确定时间;
所述子标识对应的方向信息为满足预设时间顺序的确定时间所对应的目标虚拟对象所对应子标识的方向信息。
通过本申请提供的电子设备,在确定满足提示触发事件的目标虚拟对象后,控制在图形用户界面上显示与目标虚拟对象相对应的子标识,在检测到视野调整触控指令后,根据该子标识所对应的方向信息,进一步根据该方向信息确定游戏画面中呈现的游戏内容,并将该游戏画面作为第二呈现视野,控制将游戏画面的当前第一呈现视野调整为第二呈现视野。通过此种方式,可以使玩家在图形用户界面中迅速找到目标虚拟对象,为玩家提供了一种全新的交互方式和游戏体验。
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,根据本申请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)执行根据本申请实施方式的方法。
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。

Claims (20)

  1. 一种信息处理方法,应用于可呈现图形用户界面的触控终端,所述图形用户界面包含虚拟角色和至少部分游戏场景,所述方法包括:
    确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;
    确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;
    通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。
  2. 如权利要求1所述的方法,其中,所述第一图形标识为设置于所述游戏场景内的游戏模型;或,为设置于所述图形用户界面内的控件标识。
  3. 如权利要求1所述的方法,其中,所述满足提示事件的至少一个目标虚拟对象为根据所述虚拟角色确定的预设范围内的声源。
  4. 如权利要求1所述的方法,其中,所述满足提示事件的至少一个目标虚拟对象为对所述虚拟角色执行预设操作的虚拟对象。
  5. 如权利要求1所述的方法,其中,所述第一图形标识至少包括两个所述子标识,其中,所述子标识用于提示所述目标虚拟对象的方位信息;所述每个子标识至少包含两个显示位,所述显示位以预设高度间隔围绕所述虚拟角色设置。
  6. 如权利要求1所述的方法,其中,所述子标识包括多个标识单位;所述方法还包括:确定与所述子标识相对应所述目标虚拟对象的目标数量,根据所述目标数量控制显示相应数量的所述标识单位。
  7. 如权利要求2所述的方法,其中,所述第一图形标识至少包括两个所述子标识;根据所述子标识与所述虚拟角色的位置关系确定所述子标识的显示尺寸。
  8. 如权利要求5所述的方法,其中,预先建立所述子标识与所述虚拟角色的相对方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述确定第一图形标识中与所述第一方位信息对应的子标识的步骤为:根据所述第一方位信息和所述对应关系确定与所述第一方位信息对应的所述子标识。
  9. 如权利要求8所述的方法,其中,所述第一方位信息包括如下至少一种信息:高度信息和水平面上的方向信息。
  10. 如权利要求9所述的方法,其中,所述第一图形标识包括基础图形标识和高度图形标识,其中,所述基础图形标识以第一显示参数显示于所述图形用户界面,所述高度图形标识以第二显示参数进行显示。
  11. 如权利要求10所述的方法,其中,所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示。
  12. 如权利要求11所述的方法,其中,所述目标虚拟对象的种类包括:敌方角色和队友角色;所述第三显示参数包括颜色参数;所述控制所述子标识以区别于所述第一显示参数和第二显示参数的第三显示参数进行显示的步骤,包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。
  13. 如权利要求1所述的方法,其中,所述第一图形标识至少包括两个所述子标识,其中,所述子标识用于提示所述目标虚拟对象的方位信息;每个所述子标识至少包括两个显示位,所述显示以预设水平间隔围绕所述虚拟角色设置。
  14. 如权利要求13所述的方法,其中,预先建立所述子标识与所述虚拟角色的相对 方位信息的对应关系;所述第一方位信息为所述目标虚拟对象与所述虚拟角色的相对位置关系;所述确定第一图形标识中与所述第一方位信息对应的子标识的步骤为:根据所述第一方位信息和所述对应关系确定与所述第一方位信息对应的所述子标识,所述第一方位信息包括水平面上的方向信息。
  15. 如权利要求1-9所述的任一方法,其中,预先控制所述第一图形标识以第一显示参数进行显示;所述子标识在所述图形用户界面上图形化显示所述提示触发事件的步骤为:控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示。
  16. 如权利要求15所述的方法,其中,所述目标虚拟对象的种类包括:敌方角色和队友角色;所述第二显示参数包括颜色参数;所述控制所述子标识以区别于所述第一显示参数的第二显示参数进行显示的步骤,包括:根据所述目标虚拟对象的种类控制所述子标识以对应的颜色参数进行显示。
  17. 如权利要求1所述的方法,其中,所述方法还包括:
    响应控制指令,控制所述图形用户界面从第一游戏画面切换至第二游戏画面,其中,所述第二游戏画面为根据所述子标识对应的所述游戏场景中的第二方位信息确定的游戏画面。
  18. 一种信息处理装置,所述信息处理装置包括:
    检测组件,设置为确定满足提示触发事件的至少一目标虚拟对象的在所述游戏场景中的第一方位信息;
    确定组件,设置为确定第一图形标识中与所述第一方位信息对应的子标识,其中,所述第一图形标识围绕所述虚拟角色设置;
    显示组件,设置为通过所述子标识在所述图形用户界面上图形化显示所述提示触发事件。
  19. 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1-17任一项所述的信息处理方法。
  20. 一种计算机可读存储介质,所述计算机可读存储介质存储有程序,所述程序被处理器执行时实现权利要求1-17任一项所述的信息处理方法。
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