WO2022233125A1 - 一种游戏中的信息处理方法、装置、电子设备及存储介质 - Google Patents
一种游戏中的信息处理方法、装置、电子设备及存储介质 Download PDFInfo
- Publication number
- WO2022233125A1 WO2022233125A1 PCT/CN2021/133519 CN2021133519W WO2022233125A1 WO 2022233125 A1 WO2022233125 A1 WO 2022233125A1 CN 2021133519 W CN2021133519 W CN 2021133519W WO 2022233125 A1 WO2022233125 A1 WO 2022233125A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- mobile carrier
- game
- character
- carrier
- interactive environment
- Prior art date
Links
- 230000010365 information processing Effects 0.000 title claims abstract description 48
- 238000003672 processing method Methods 0.000 title claims abstract description 29
- 239000000463 material Substances 0.000 claims abstract description 316
- 230000033001 locomotion Effects 0.000 claims abstract description 87
- 230000003993 interaction Effects 0.000 claims abstract description 80
- 230000004044 response Effects 0.000 claims abstract description 70
- 230000002452 interceptive effect Effects 0.000 claims description 189
- 238000006073 displacement reaction Methods 0.000 claims description 74
- 238000000034 method Methods 0.000 claims description 36
- 238000004590 computer program Methods 0.000 claims description 8
- 238000007664 blowing Methods 0.000 claims description 7
- XLYOFNOQVPJJNP-UHFFFAOYSA-N water Substances O XLYOFNOQVPJJNP-UHFFFAOYSA-N 0.000 claims description 7
- 239000000446 fuel Substances 0.000 description 9
- 230000006399 behavior Effects 0.000 description 7
- 230000002860 competitive effect Effects 0.000 description 6
- 238000010586 diagram Methods 0.000 description 6
- 230000008569 process Effects 0.000 description 5
- 238000005096 rolling process Methods 0.000 description 5
- 238000004088 simulation Methods 0.000 description 4
- 230000001133 acceleration Effects 0.000 description 3
- 230000008859 change Effects 0.000 description 3
- 238000004891 communication Methods 0.000 description 3
- 238000013461 design Methods 0.000 description 3
- 230000006870 function Effects 0.000 description 3
- 239000013077 target material Substances 0.000 description 3
- 230000009471 action Effects 0.000 description 2
- 238000013473 artificial intelligence Methods 0.000 description 2
- 230000000903 blocking effect Effects 0.000 description 2
- 235000019013 Viburnum opulus Nutrition 0.000 description 1
- 244000071378 Viburnum opulus Species 0.000 description 1
- 238000013459 approach Methods 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 239000012876 carrier material Substances 0.000 description 1
- 238000010276 construction Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000002708 enhancing effect Effects 0.000 description 1
- 230000007613 environmental effect Effects 0.000 description 1
- 230000004438 eyesight Effects 0.000 description 1
- 230000001788 irregular Effects 0.000 description 1
- 230000009191 jumping Effects 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 230000003287 optical effect Effects 0.000 description 1
- 238000012549 training Methods 0.000 description 1
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the present disclosure relates to the technical field of online games, and in particular, to an information processing method, device, electronic device and storage medium in games.
- players are divided into two game camps, virtual characters belonging to different game camps compete with each other, and virtual characters belonging to the same camp cooperate with each other.
- To set an end point the player needs to control the virtual character to reach the end point.
- Players play according to the established game content in the game, and the game content does not change much.
- the game stipulates that the player in the game faction who reaches the end of the game first wins.
- the purpose of the present disclosure is to provide an in-game information processing method, device, electronic device and storage medium, which can display the position of the mobile carrier in the virtual interactive environment on the graphical user interface in real time, so as to prompt the game player At the same time, it helps game players to quickly locate the position of the mobile carrier in the virtual interactive environment, and improves the positioning accuracy of the game.
- an embodiment of the present disclosure provides an information processing method in a game, the method comprising:
- a virtual interactive environment for interacting a first character belonging to the first faction with a second character belonging to the second faction is provided; the virtual interactive environment has an interaction with the first faction.
- the method further includes:
- the material is refreshed at the preset material refresh position.
- refreshing the material at the preset material refresh position includes:
- the material is refreshed at the preset material refresh position.
- refreshing the material at the preset material refresh position includes:
- the materials are refreshed at the preset material refresh position.
- the material refresh position includes at least one of the following:
- the material refresh position adjusted in real time according to the position of the first mobile carrier and/or the second mobile carrier;
- the material refresh position adjusted according to the time progress of the game.
- controlling the material to move in the virtual interactive environment in response to the contact interaction of the first character or the second character with the material includes:
- the material is controlled to move in the virtual interactive environment.
- controlling the material to move in the virtual interactive environment in response to the contact interaction of the first character or the second character with the material includes:
- the first character or the second character In response to a directional control operation for the first character or the second character, the first character or the second character is controlled to move in the virtual interactive environment, and the material is controlled to follow the first character or the second character in the virtual interactive environment. Move in a virtual interactive environment.
- a displacement component for driving the material to move is provided in the virtual interactive environment, and the method further includes:
- the material is controlled to move in the virtual interactive environment.
- the displacement components are arranged along the start position of the first moving carrier or the second moving carrier in the virtual interactive environment to the end position, so as to drive the material from the The starting position is moved to the ending position.
- the displacement component includes at least one of the following: a conveyor belt control, a steering wheel control, a spring control, a push rod control, a wind blowing control, and a water flow control.
- the step of controlling the first mobile carrier or the second mobile carrier to adjust its position in the virtual interactive environment includes:
- the first mobile carrier or the second mobile carrier is controlled to move in the virtual interactive environment.
- the movement includes one of the following: unidirectional movement, reciprocating movement, polyline movement and curve movement.
- the step of displaying prompt information representing the movement information of the first mobile carrier and/or the second mobile carrier on the graphical user interface of the terminal device includes:
- the real-time variable progress information is displayed on the graphical user interface of the terminal device.
- the display form of the real-time variable progress information includes one of the following: a display form of a progress bar, a percentage display form, and a display form representing the quantity of materials on the first mobile carrier and the second mobile carrier Display of numbers.
- the step of displaying prompt information representing the movement information of the first mobile carrier and/or the second mobile carrier on the graphical user interface of the terminal device includes:
- the relative positional relationship between the first mobile carrier and/or the second mobile carrier and the target character is displayed by using a direction indication mark, where the direction indicated by the direction indication mark is pointing from the target character to the first mobile carrier or the second mobile carrier .
- an embodiment of the present disclosure provides an information processing device in a game, the device comprising:
- the environment determining module is configured to execute a virtual interactive environment for enabling the first character belonging to the first camp to interact with the second character belonging to the second camp in response to the start condition of the game in the current round; in the virtual interactive environment having a first mobile carrier corresponding to the first camp and a second mobile carrier corresponding to the second camp;
- a contact movement module configured to perform a contact interaction with the material in response to the first character or the second character, and control the material to move in the virtual interactive environment
- the information processing module is configured to control the first moving carrier or the second moving carrier to adjust its position in the virtual interactive environment in response to the material moving into the first moving carrier or the second moving carrier, and according to the first moving carrier or the second moving carrier The position of a mobile carrier or a second mobile carrier in the virtual interactive environment, displaying prompt information for characterizing the movement information of the first mobile carrier and/or the second mobile carrier on the graphical user interface of the terminal device;
- the game settlement module is configured to perform settlement for the game of the current round in response to the movement information of the first mobile carrier or the second mobile carrier meeting a preset settlement condition.
- embodiments of the present disclosure provide an electronic device, including: a processor, a memory, and a bus, where the memory stores machine-readable instructions executable by the processor, and when the electronic device runs, the processor In communication with the memory through a bus, the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described above.
- an embodiment of the present disclosure provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program is executed by a processor to execute the information processing method in the game as described above. step.
- the embodiments of the present disclosure provide an information processing method, device, electronic device, and storage medium in a game, which can respond to the contact interaction of a first character or a second character with materials in a virtual interactive environment, and control the materials in the virtual interactive environment. Move, after the material moves into the first mobile carrier or the second mobile carrier, adjust the position of the first mobile carrier or the second mobile carrier in the virtual interactive environment, and at the same time according to the first mobile carrier or the second mobile carrier.
- the location in the environment, the prompt information used to represent the movement information of the first mobile carrier and/or the second mobile carrier is displayed on the graphical user interface of the terminal device, and the local office is notified according to the relationship between the movement information and the preset settlement conditions.
- the game is settled.
- the position of the first mobile carrier or the second mobile carrier in the virtual interactive environment can be determined according to the situation of the materials moved into the first mobile carrier or the second mobile carrier, that is, the first mobile carrier or the second mobile carrier is in the virtual interactive environment
- the position of the player changes in real time, and the real-time changed position can be displayed on the graphical user interface.
- the disclosed embodiment displays the position of the mobile carrier in the virtual interactive environment on the graphical user interface in real time to prompt the game player of the progress of the game, and at the same time helps the game player to quickly locate the position of the mobile carrier in the virtual interactive environment, so as to improve the game performance. positioning accuracy.
- FIG. 1 is a flowchart of an information processing method in a game provided by an embodiment of the present disclosure
- FIG. 2 is a level design diagram of a multiplayer online competitive game provided by an embodiment of the present disclosure
- FIG. 3 is a schematic structural diagram of an information processing apparatus in a game provided by an embodiment of the present disclosure
- FIG. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
- players are divided into two game camps, virtual characters belonging to different game camps compete with each other, and virtual characters belonging to the same camp cooperate with each other.
- To set an end point the player needs to control the virtual character to reach the end point.
- Players play according to the established game content in the game, and the game content does not change much.
- the game stipulates that the player in the game faction who reaches the end of the game first wins.
- a multiplayer online competitive game multiple players participating in the game join the same game match. After entering the game match, all virtual characters will pass the level, generally there are 4 levels, and 30 people will be selected. 20 people are selected, then 12 people are screened, 8 people are screened, and finally 1 person is screened, so that the last person selected wins.
- other game levels can also be set, such as multiplayer snowballing, which team rolls the largest snowball and which team wins; such as multiplayer football, which team kicks the football into the goal more, which team win.
- the present disclosure improves the multiplayer online competitive game, and provides an in-game information processing method, device, electronic device, and storage medium, which can prompt the game player of the progress of the game, and can help the game player to locate quickly, so as to improve the performance of the game.
- the positioning accuracy of the game is the reason for the game.
- This embodiment provides an information processing method in a game.
- the game provided by this embodiment includes a first camp and a second camp, the first camp includes several first characters, and the second camp includes several second characters.
- the game in this embodiment may be a multiplayer online competitive game, and the game in this embodiment may be a mobile game, a computer game or a console game.
- the game in this embodiment can be divided into different game camps, for example: the first camp and the second camp; the virtual characters belonging to different camps can have different identities, for example: the first camp includes several first characters, belonging to the first camp The first character of the camp has a first identity, the second camp includes several second characters, and the second characters belonging to the second camp have a second identity.
- avatars belonging to the same camp can help each other and jointly complete the tasks of the camp; avatars belonging to different camps can attack each other to complete the tasks of their own camp and prevent the other party from completing the tasks of the other camp.
- a virtual character is a dynamic object that can be controlled in a virtual interactive environment.
- the dynamic object may be a virtual character, a virtual animal, an animation character, or the like.
- the virtual object is a character controlled by a player through an input device, or an artificial intelligence (Artificial Intelligence, AI) set in a virtual interactive environment battle through training, or a non-player character (Non-Player) set in a virtual interactive scene battle Player Character, NPC).
- AI Artificial Intelligence
- Non-Player Non-Player
- the virtual object is a virtual character competing in a virtual interactive scene.
- the number of virtual objects in the battle in the virtual interaction scene is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in this embodiment of the present disclosure.
- the user can control the virtual character to move in the virtual interaction scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills and virtual props provided by the application program etc. Fight with other avatars.
- a virtual interactive environment is a virtual scene displayed (or provided) when an application is running on a terminal or server.
- the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment.
- the virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment may be sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities.
- the virtual scene is a scene in which the user controls the complete game logic of the virtual character.
- the activities of the virtual character in the virtual interactive environment may include, but are not limited to, at least one of the following: walking, running, jumping, rolling, lying down, releasing skills, and using props.
- the virtual characters active in the virtual interactive environment include not only virtual characters controlled by each player, but also other virtual characters controlled by non-players.
- the present disclosure discloses an information processing method in a game in one of the embodiments, which can run on a terminal device or a server.
- the terminal device may be a local terminal device.
- the information processing method runs on the server, the information processing method can be implemented and executed based on the cloud interactive system, wherein the cloud interactive system includes a server and a client device; when the information processing method runs on a terminal device, the game can be Single player game.
- cloud gaming refers to a game method based on cloud computing.
- the running main body of the game program and the main body of the game screen presentation are separated, the storage and operation of the information processing method are completed on the cloud game server, and the function of the client device is for data reception, Sending and presentation of game screen, for example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, handheld computer, etc.; but the terminal device for information processing is Cloud game server in the cloud.
- the player When playing the game, the player operates the client device to send operation instructions to the cloud game server, and the cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Decode and output game screen.
- the terminal device may be a local terminal device.
- a local terminal device stores a game program and is used to present a game screen.
- the local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded, installed and executed through an electronic device.
- the local terminal device may provide the graphical user interface to the player in various ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection.
- the local terminal device may include a display screen for presenting a graphical user interface, the graphical user interface including game screens, and a processor for running the game, generating the graphical user interface, and controlling the graphical user interface display on the display.
- FIG. 1 is a flowchart of an information processing method in a game provided by an embodiment of the present disclosure.
- the information processing method in the game includes:
- S110 Provide a virtual interactive environment for interacting the first character belonging to the first camp with the second character belonging to the second camp in response to the start condition of the game in this round; the virtual interactive environment has a corresponding to the first camp A first mobile carrier and a second mobile carrier corresponding to the second camp.
- the terminal device involved in the embodiments of the present disclosure mainly refers to a smart device that provides a graphical user interface and can control and operate virtual objects.
- the terminal device may include but is not limited to any of the following devices: a smart phone, a tablet computer , portable computers, desktop computers, digital TVs and game consoles, etc.
- An application program supporting games such as an application program supporting a three-dimensional game or a two-dimensional game, is installed and run in the terminal device.
- an application is introduced as a game application.
- the application may be an online version of the game application or a stand-alone version of the game application.
- a graphical user interface is an interface display format for human-computer communication that allows users to manipulate icons or menu options on the screen using input devices such as a mouse, keyboard, gamepad, etc. Actions to manipulate icons or menu options on the screen to select a command, start a program, or perform some other task.
- a mobile carrier is a transport body that can carry virtual objects and move, such as vehicles, planes, and ships in a virtual interactive scene.
- the mobile carrier may not be directly controlled by the player, but may respond to the interactive behavior of the virtual character in the virtual interactive scene (eg, placing a virtual object on the mobile carrier, etc.), and make corresponding performances.
- Materials are virtual objects in virtual interaction scenes, which are directly controlled by players and can respond to the interaction behaviors of virtual characters in virtual interaction scenes (such as lifting, pushing away, etc.), for example, virtual characters can lift and push materials away Wait.
- step S110 the server provides a virtual interactive environment for interacting the first character belonging to the first camp with the second character belonging to the second camp in response to the start condition of the game in this round;
- the start condition is issued by the game player to the server through the terminal device, and the start condition is used to control the start of the game of the current round.
- the game player sends the start request of the game of the current game to the server through the terminal device.
- the server determines whether the received start request of the game player meets the start conditions of the game of the current game. If so, control the game.
- the game begins.
- the starting conditions for this game may include the following: the number of virtual characters participating in the game meets the preset number requirements, such as 12, 14, and 16; the online duration of the virtual characters participating in the game is not longer than the game
- the specified preset limit time For example, in order to prevent the game player from playing too long and affecting their eyesight, the server sets a preset limit time. If the game online time exceeds the preset limit time, the server will force the player to quit the game. .
- the virtual interactive environment includes several first characters (belonging to the first camp) and several second characters (belonging to the second camp), as well as a first mobile carrier and a second mobile carrier, wherein the first mobile carrier and the The camp has a binding relationship, and the second mobile carrier has a binding relationship with the second camp.
- the first mobile carrier needs to reach the end point before the second mobile carrier, so that several first characters in the first camp can win the game; otherwise, if The second mobile carrier reaches the end before the first mobile carrier, and the first camp loses the game.
- the movement of the first mobile carrier is used to determine whether the first character in the first camp can win the game; the movement of the second mobile carrier is used to determine whether the second character in the second camp can win the game victory. For example, if the first character pushes the material into the second mobile carrier, the number of materials in the second mobile carrier increases, so that the second mobile carrier moves to the end point. When the second mobile carrier reaches the end point, it means the second camp The second character inside wins, even if the first character pushes the material into the second moving carrier, the final victory is still the second character.
- step S120 the server controls the material to move in the virtual interactive environment in response to the contact interaction of the first character or the second character with the material.
- the contact interaction is the interaction behavior generated by the game player controlling the virtual character to contact with the material through the terminal device.
- Contact interaction can be understood as the interactive behavior (such as pushing or lifting) in which the game player controls the first character or the second character to approach the material infinitely until it touches the material.
- the server can control the material to be carried out in the virtual interactive environment. move.
- the contact interaction can also be the interactive behavior generated by the contact between the virtual object and the material in the virtual interactive environment. Through the contact interaction between the virtual object and the material, the material can also be controlled to move in the virtual interactive environment.
- the way that materials move in the virtual interactive environment can be divided into two cases.
- the first case is that the game player controls the material to move in the virtual interactive environment through the virtual character
- the second case is that the material is set in the game. Move in a virtual interactive environment.
- step S120 includes: in response to the contact interaction between the first role or the second role and the material, determining interaction parameters for the contact interaction between the first role or the second role and the material; and determining the material according to the interaction parameter According to the displacement parameters of the material, the material is controlled to move in the virtual interactive environment.
- the interaction parameters for the contact interaction between the first character or the second character and the material include the force exerted by the first character or the second character on the material and the direction of the force. According to the interaction parameters of the contact interaction between the first character or the second character and the material, the displacement parameter of the material is determined, and the displacement parameter includes the moving direction, the moving acceleration and the moving distance of the material.
- the weight of the material is preset in the game; the moving acceleration of the material is determined according to the force exerted by the first character or the second character on the material and the weight of the material; The direction of the force determines the moving direction of the material; according to the determined moving acceleration of the material and the statistical moving time of the material, the moving distance of the material is determined.
- step S120 includes: in response to the picking operation of the material by the first role or the second role, binding the material with the first role or the second role; in response to the first role or the second role
- the direction control operation controls the movement of the first character or the second character in the virtual interactive environment, and controls the material to move in the virtual interactive environment with the first character or the second character.
- the picking operation is used to represent the contact interaction behavior of the first character or the second character with the material, and may include a flying operation, a lifting operation, a picking operation, and the like.
- the material is bound to the first character or the second character, and the bound material and the first character, or the material and the second character are integrated into one, and the motion states between them are the same.
- the direction control operation is used to control the moving direction of the first character or the second character in the virtual interactive environment, and then control the first character or the second character to move according to the moving direction in the virtual interactive environment.
- the two characters are bound together, and when the first character or the second character moves in the virtual interactive environment, the material will follow the first character or the second character to move in the virtual interactive environment.
- the displacement component for driving the material to move in the virtual interactive environment, and in response to the contact interaction between the displacement component and the material, the interaction parameters of the contact interaction between the displacement component and the material are determined; according to the interaction parameters, determine The displacement parameter of the material; according to the displacement parameter of the material, the material is controlled to move in the virtual interactive environment.
- the displacement component is used to represent a component that can drive the material to move in the virtual interactive environment, and the displacement component can drive the material to move in the virtual interactive environment through contact with the material.
- the displacement component includes at least one of the following: a conveyor belt control, a steering wheel control, a spring control, a push rod control, a wind blowing control and a water flow control.
- the interaction parameters are used to characterize various parameters generated during the contact interaction between the displacement component and the material, such as the relative position of the material on the displacement component, the relative moving speed of the material relative to the displacement component, and the contact interaction time between the material and the displacement component. And the relative direction of the relative displacement parts of the material.
- the displacement parameters are determined according to the interaction parameters, and the displacement parameters include the moving direction, moving speed and moving distance of the material.
- the movement parameters of the displacement component are preset on the server, and the movement parameters of the displacement component include the movement direction and movement speed of the displacement component.
- a displacement component for driving the material to move is provided in the virtual interactive environment, and in response to the contact interaction between the displacement component and the material, the contact interaction between the displacement component and the material is determined on the displacement component.
- the relative position, the relative moving speed of the material relative displacement part, the contact interaction time between the material and the displacement part, and the relative direction of the material relative displacement part determine the movement of the material according to the relative position, relative moving speed, contact interaction time and relative direction Direction, moving speed and moving distance; according to the moving direction, moving speed and moving distance of the material, control the material to move in the virtual interactive environment.
- the displacement component includes a conveyor belt control
- the conveyor belt control is a simulation result of a conveyor belt in the real world in a virtual interactive environment
- the conveyor belt control can complete the conveyance of materials in the virtual interactive environment. Place the material on the conveyor belt control to realize the contact between the conveyor belt control and the material, so that the material moves with the movement of the conveyor belt control.
- the conveyor belt controls are arranged along the start position of the first moving carrier or the second moving carrier in the virtual interactive environment to the end position, so as to drive the material to move from the start position to the end position.
- the displacement component includes a steering wheel control
- the steering wheel control is the simulation result of the steering wheel in the real world in the virtual interactive environment, and the steering wheel control can not only control the moving direction of the material in the virtual interactive environment. , It can also make the material rotate with the steering wheel control, place the material on the steering wheel control, and realize the contact between the steering wheel control and the material, so that the material rotates with the rotation of the steering wheel control.
- the displacement component includes a conveyor belt control and a steering wheel control
- the steering wheel control and the conveyor belt control are integrated together, and the material is placed on the conveyor belt control, and the material moves with the movement of the conveyor belt control.
- the material rotates with the rotation of the steering wheel control, which not only changes the moving direction of the material, but also changes the moving path of the material.
- the displacement component includes a spring control
- the spring control is the simulation result of the spring in the real world in the virtual interactive environment
- the spring control is used to bounce the refreshed material to change the material in the virtual interactive environment.
- the displacement component includes a putter control
- the putter control is a simulation result of a putter in the real world in a virtual interactive environment.
- the friction of the Tennis can obtain a natural forward rolling.
- the cue ball will move forward for a short distance due to the forward rolling of the cue ball itself.
- the push rod control is used to make the target material move forward, so that the target material obtains a natural forward rolling force at the initial moment.
- the target material uses its own The rolling force moves forward a short distance to make the material in the virtual interactive environment move as described above.
- the displacement component includes a wind blowing control
- the wind blowing control is a control for simulating wind blowing in a virtual interactive environment. Materials are blown at various locations in the virtual interactive environment to enable material movement.
- the displacement component includes a water flow control
- the water flow control is a control for simulating water flow in a virtual interactive environment. At various locations in the virtual interactive environment to realize the movement of materials.
- the material can be moved in a virtual interactive environment without human contact.
- step S130 in response to the material moving into the first moving carrier or the second moving carrier, the first moving carrier or the second moving carrier is controlled to adjust its position in the virtual interactive environment, and the first moving carrier or the second moving carrier is controlled to adjust its position in the virtual interactive environment, and according to the first moving carrier or the second moving carrier
- the position of the carrier in the virtual interactive environment, and the prompt information used to represent the movement information of the first mobile carrier and/or the second mobile carrier is displayed on the graphical user interface of the terminal device.
- the server controls the first mobile carrier to adjust its position in the virtual interactive environment in response to the material moving into the first mobile carrier, and according to the first mobile carrier
- the position in the virtual interactive environment, and the prompt information used to represent the movement information of the first mobile carrier is displayed on the graphical user interface of the terminal device.
- the movement information includes the current position and relative distance of the first mobile carrier in the virtual interactive environment.
- the current position is the position of the first mobile carrier in the virtual interactive environment after the position adjustment
- the relative distance is the current position of the first mobile carrier in the virtual interactive environment relative to the initial position of the first mobile carrier in the virtual interactive environment the distance between.
- the prompt information is used to prompt the game player of the current position and relative distance of the first mobile carrier in the virtual interactive environment, so that the game player can quickly obtain the current position of the first mobile carrier, so that the player can quickly understand the first mobile carrier.
- the mobile carrier performs rapid positioning, thereby improving the accuracy of the player pushing materials to the first mobile carrier, and at the same time, the progress of the game can be quickly obtained according to the prompt information.
- the prompt information when the prompt information is displayed on the GUI of the terminal device, only the prompt information of one's own camp may be displayed, that is, the prompt information representing the movement information of the first mobile carrier or the second mobile carrier may be displayed; the prompt information of both camps may also be displayed. , that is, displaying prompt information representing the movement information of the first mobile carrier and the second mobile carrier.
- the preferred embodiment of the present disclosure is to display the prompt information of the two camps.
- the prompt information of their own camp can help to quickly locate the position of the mobile carrier, and through the prompt information of the two camps, they can keep abreast of the opponent's game situation. , to adjust their tactical layout, etc.
- the step of controlling the first mobile carrier to adjust its position in the virtual interactive environment includes: when the material enters the first mobile carrier, determining the size of the first mobile carrier according to the quantity of the material entering the first mobile carrier Movement distance; according to the determined movement distance, the first mobile carrier is controlled to move in the virtual interactive environment.
- the quantity of materials entering the first moving carrier determines the moving distance of the first moving carrier. The greater the distance.
- the material enters the first moving carrier and generally drives the first moving carrier to move.
- the setting of the preset distance may be determined according to the quantity of materials that the first mobile carrier can accommodate and the distance between the starting point position of the first mobile carrier in the virtual interactive environment and the winning end point.
- the step of controlling the second mobile carrier to adjust its position in the virtual interactive environment includes: when the material enters the second mobile carrier, determining the size of the second mobile carrier according to the quantity of the material entering the second mobile carrier. moving distance; control the second mobile carrier to move in the virtual interactive environment according to the determined moving distance, wherein the principle of controlling the second mobile carrier to adjust its position in the virtual interactive environment is the same as controlling the first mobile carrier to adjust its position in the virtual interactive environment
- the principle of the location in the virtual interactive environment is the same, and details are not repeated here.
- the movement includes one of the following: unidirectional movement, reciprocating movement, polyline movement and curve movement.
- the moving distance of the first moving carrier is determined according to the quantity of the material entering the first moving carrier; according to the determined moving distance,
- the first mobile carrier is controlled to move in one direction in the virtual interactive environment, and the moving direction of the one-way movement is parallel to the moving direction of the material controlled by the server itself in the virtual interactive environment. For example, as the number of materials in the first moving carrier increases, the first moving carrier is always moving in one direction, and when the first moving carrier reaches the specified game end point, the first character wins the game.
- the condition for determining the victory of the game may be the number of materials in the moving carrier, and when the materials enter the first moving carrier, the number of materials entering the first moving The reciprocating distance of a moving carrier.
- the condition for winning the game is that the number of materials in the mobile carrier reaches 100
- the moving carrier moves to the first direction.
- the mobile carrier moves in the second direction, wherein the first direction is opposite to the second direction, when the number of materials in the mobile carrier reaches 100, the mobile carrier remains stationary, and at the same time, the number of materials in the mobile carrier first reaches 100 The player in the faction wins.
- the way of controlling the first mobile carrier to perform the polyline movement or the curve movement in the virtual interactive environment may refer to the reciprocating movement.
- the step of displaying prompt information representing the movement information of the first mobile carrier on the graphical user interface of the terminal device includes: determining the first mobile carrier according to real-time variable information and preset total variable information of the first mobile carrier. the real-time variable progress information of the mobile carrier; or determine the real-time variable progress information of the second mobile carrier according to the real-time variable information of the second mobile carrier and the preset total variable information; or according to the real-time variable information of the first mobile carrier and the second mobile carrier Determine the real-time variable progress information of the first mobile carrier and the second mobile carrier with the preset total variable information, wherein the preset total variable information is used as a condition for winning the game in this round; display the real-time variable on the graphical user interface of the terminal device progress information.
- the real-time variable information is used to represent the parameters that the first mobile carrier or the second mobile carrier changes in real time according to the quantity of materials, which can include the moving distance of the first mobile carrier or the second mobile carrier in the virtual interactive environment, or the first mobile carrier or the second mobile carrier in the virtual interactive environment.
- the preset total variable information is the total distance that the mobile carrier moves when the game is won by the system preset
- the real-time variable progress information may be the proportional relationship between the moving distance of the first mobile carrier or the second mobile carrier in the virtual interactive environment and the total distance that the mobile carrier moves when the game wins the game preset by the system.
- the preset total variable information is the total amount of materials contained in the mobile carrier when the game is won by the system preset, and further, the real-time variable progress The information may be a proportional relationship between the amount of materials in the first mobile carrier or the second mobile carrier and the total amount of materials contained in the mobile carrier when the game is pre-set by the system when the game is won.
- the first mobile carrier and/or the second mobile carrier are determined according to the current position of the first mobile carrier and/or the second mobile carrier, and the position of the target character in the first character and/or the second character in the virtual interactive environment. /or the relative positional relationship between the second mobile carrier and the target character; the relative positional relationship between the first mobile carrier and/or the second mobile carrier and the target character is displayed using a direction indication mark, and the direction indication mark indicates the direction To be directed to the first mobile carrier and/or the second mobile carrier by the target character.
- the first case is: according to the current position of the first mobile carrier or the second mobile carrier, and the position of the target character in the first character or the second character in the virtual interactive environment, determine the first mobile carrier or the second mobile carrier. 2. The relative positional relationship between the mobile carrier and the target character; the relative positional relationship between the first mobile carrier or the second mobile carrier and the target character is displayed using a direction indication mark, and the indication direction of the direction indication mark is directed by the target character. The first mobile carrier or the second mobile carrier.
- the second case is: determining the first mobile carrier and the second mobile carrier according to the current positions of the first mobile carrier and the second mobile carrier, and the position of the target character in the first character and the second character in the virtual interactive environment The relative positional relationship with the target character; the relative positional relationship between the first mobile carrier or the second mobile carrier and the target character is displayed using a direction indication mark, and the direction of the direction indication mark is directed by the target character to the first movement. carrier and a second mobile carrier.
- the indication direction of the direction indication mark is pointing from the target character to the first mobile carrier and/or the second mobile carrier, and here, the direction indication mark may use an arrow.
- the target character can quickly locate the position of the first mobile carrier or the second mobile carrier at any time according to the direction indicator, so as to facilitate the target character It can accurately push the material into the mobile carrier.
- the target character may only be a virtual character controlled by the game player himself, may be all virtual characters in the camp where the virtual character controlled by the game player is located, or may be all virtual characters in both camps.
- the display form of the real-time variable progress information includes one of the following: a display form of a progress bar, a percentage display form, and a display form of numbers representing the quantity of materials on the first mobile carrier and the second mobile carrier.
- the real-time variable progress information is displayed in the form of a progress bar
- the progress bars corresponding to the first camp and the second camp are displayed on the graphical user interface.
- the total length of the progress bar represents the preset total variable information
- the progress bar The movement mark on the progress bar is used to represent the real-time variable information
- the position of the movement mark on the progress bar is used to represent the real-time variable progress information.
- the display form of the percentage can be a disk, the entire disk is used to represent the preset total variable information, and the pink area on the disk is used to represent the real-time variable information , the real-time variable progress information is represented by the ratio of the pink area on the disc to the entire disc.
- the only condition for winning the game is when the number of materials in the mobile carrier reaches the preset value of the system to win the game.
- the total quantity of items contained in the mobile carrier is not limited to the number of materials in the mobile carrier.
- the method further includes: in response to a material refresh condition of the current game, refreshing the material at a preset material refresh position.
- the material refresh condition may be that the time course meets the preset interval threshold condition, or it may be that the number of materials that exist in the virtual interactive environment of the game and have not entered the first mobile carrier or the second mobile carrier is less than the preset number threshold. condition.
- the material refresh position includes at least one of the following: a fixed material refresh position in the virtual interactive environment; multiple material refresh positions arranged in sequence along a preset direction; real-time adjustment according to the position of the first mobile carrier and/or the second mobile carrier Material refresh position; the material refresh position adjusted according to the time progress in this game.
- the time course can be the time when the game is played, or the time when the material disappears.
- the preset interval threshold condition and the preset quantity threshold condition are both fixed values set according to the game content.
- a fixed material refresh position in the virtual interactive environment means that there is only one material refresh position in the virtual interactive environment, and the material refresh position is fixed; There are multiple material refresh positions arranged in a direction parallel to the movement direction, and the distance between two adjacent material refresh positions is equal; the material refresh position adjusted in real time according to the position of the first mobile carrier and/or the second mobile carrier refers to The material refresh position changes in real time with the position of the first moving carrier and/or the second moving carrier. For example, the midpoint of the line connecting the first moving carrier and the second moving carrier can be used as the material refresh position, or the material refresh position can be Adjust to the closest distance to the first mobile carrier and the second mobile carrier, etc.
- the material refresh position adjusted according to the time progress of the game means that the previous material refresh position is adjusted by the preset distance to obtain the next material refresh position. The preset distance is determined according to the time during which the game is played.
- the material is refreshed at the preset material refresh position; or, in response to the presence of the virtual interactive environment of the current game and Under the condition that the quantity of materials that do not enter the first moving carrier or the second moving carrier is less than the preset quantity threshold, the materials are refreshed at the preset material refresh position.
- it can be set to refresh every two minutes after the game starts; or when the above item disappears, and refresh once after 1 minute; or when the number of remaining materials in the virtual interactive environment is insufficient.
- FIG. 2 is a level design diagram of a multiplayer online competitive game provided by an embodiment of the present disclosure.
- the level design of the multiplayer online competitive game can apply the information processing method in the game.
- the first character of the first camp competes with the second character of the second camp, and the player in the game camp that completes the game setting task first wins the game competition.
- the game players in the match are divided into two different game camps, and the game tasks set for the game players in the same game camp are the same.
- the main task of the game is to push the fuel to the car of your own team through the collision of the egg itself, so that the car moves faster and gets closer to the end point.
- the game When the car of your own team reaches the end point, the game is won; The team's car reaches the finish line and the game is lost.
- the fuel generator 210 generates spherical fuel , the spherical fuel will automatically travel with the conveyor belt 230 , the arrows in the figure are used to indicate the traveling route of the spherical fuel with the conveyor belt 230 , and the spherical fuel will be realized on the ball distributor 220 and the turntable 250 by physical means such as the blocking plate 240 .
- the embodiment of the present disclosure provides an information processing method in a game, which can respond to the contact interaction of the first character or the second character with the material in the virtual interactive environment, control the material to move in the virtual interactive environment, and control the material to move in the virtual interactive environment.
- a mobile carrier or a second mobile carrier adjust the position of the first mobile carrier or the second mobile carrier in the virtual interactive environment, and at the same time according to the position of the first mobile carrier or the second mobile carrier in the virtual interactive environment, in the terminal device
- the prompt information for characterizing the movement information of the first mobile carrier and/or the second mobile carrier is displayed on the graphical user interface of the , and the game is settled according to the relationship between the movement information and the preset settlement conditions.
- the position of the first mobile carrier or the second mobile carrier in the virtual interactive environment can be determined according to the situation of the materials moved into the first mobile carrier or the second mobile carrier, that is, the first mobile carrier or the second mobile carrier is in the virtual interactive environment
- the position of the player changes in real time, and the real-time changed position can be displayed on the graphical user interface.
- the disclosed embodiment displays the position of the mobile carrier in the virtual interactive environment on the graphical user interface in real time to prompt the game player of the progress of the game, and at the same time helps the game player to quickly locate the position of the mobile carrier in the virtual interactive environment, so as to improve the game performance. positioning accuracy.
- the embodiment of the present disclosure also provides an in-game information processing device corresponding to the in-game information processing method.
- the information processing methods are similar, so the implementation of the apparatus may refer to the implementation of the method, and the repetition will not be repeated.
- FIG. 3 is a schematic structural diagram of an information processing device in a game provided by an embodiment of the present disclosure.
- the information processing device in a game provided by an embodiment of the present disclosure the information processing device 300 includes:
- the environment determining module 310 is configured to execute a virtual interactive environment for enabling the first character belonging to the first camp to interact with the second character belonging to the second camp in response to the start condition of the game in this round; the virtual interactive environment has a first mobile carrier corresponding to the first camp and a second mobile carrier corresponding to the second camp;
- the contact moving module 320 is configured to execute the contact interaction with the material in response to the first character or the second character, and control the material to move in the virtual interactive environment;
- the information processing module 330 is configured to perform in response to the material moving into the first mobile carrier or the second mobile carrier, control the first mobile carrier or the second mobile carrier to adjust its position in the virtual interactive environment, and according to the first mobile carrier Or the position of the second mobile carrier in the virtual interactive environment, displaying prompt information for characterizing the movement information of the first mobile carrier and/or the second mobile carrier on the graphical user interface of the terminal device;
- the game settlement module 340 is configured to perform settlement for the game in this round in response to the movement information of the first mobile carrier or the second mobile carrier meeting a preset settlement condition.
- the information processing apparatus 300 further includes a material refresh module (not shown in the figure):
- the material refresh module is configured to refresh the material at the preset material refresh position in response to the material refresh condition of the game.
- the material refresh module is configured to perform:
- the material is refreshed at the preset material refresh position.
- the material refresh module is configured to perform:
- the materials are refreshed at the preset material refresh position.
- the material refresh position includes at least one of the following:
- the material refresh position adjusted in real time according to the position of the first mobile carrier and/or the second mobile carrier;
- the material refresh position adjusted according to the time progress of the game.
- the contact movement module 320 is configured to perform:
- the material is controlled to move in the virtual interactive environment.
- the contact movement module 320 is configured to perform:
- controlling the first character or the second character In response to a directional control operation for the first character or the second character, controlling the first character or the second character to move in the virtual interactive environment, and controlling the material to move in the virtual interactive environment with the first character or the second character .
- a displacement component for driving the material to move is provided in the virtual interactive environment, and the information processing device 300 further includes a displacement movement module (not shown in the figure), and the displacement movement module is configured to execute:
- the material is controlled to move in the virtual interactive environment.
- the displacement components are arranged along the starting position of the first moving carrier or the second moving carrier in the virtual interactive environment to the ending position, so as to drive the material to move from the starting position to the ending position. move.
- the displacement component includes at least one of the following: a conveyor belt control, a steering wheel control, a spring control, a push rod control, a wind blowing control, and a water flow control.
- the information processing module 330 is configured to perform:
- the first mobile carrier or the second mobile carrier is controlled to move in the virtual interactive environment.
- the movement includes one of the following: unidirectional movement, reciprocating movement, polyline movement and curve movement.
- the information processing module 330 is configured to perform:
- the display form of the real-time variable progress information includes one of the following: a display form of a progress bar, a percentage display form, and a digital representation of the quantity of materials on the first mobile carrier and the second mobile carrier display form.
- the information processing module 330 is configured to perform:
- the relative positional relationship between the first mobile carrier and/or the second mobile carrier and the target character is displayed using a direction indication mark, and the direction indicated by the direction indication mark is from the target character to the first mobile carrier or the second mobile carrier.
- the in-game information processing apparatus includes an environment determination module, a contact movement module, an information processing module, and a game settlement module, wherein the environment determination module responds to the start condition of the game in this round, and provides the first a virtual interactive environment in which the first character of the camp interacts with the second character belonging to the second camp, and the virtual interactive environment has a first mobile carrier corresponding to the first camp and a second mobile carrier corresponding to the second camp;
- the contact movement module controls the material to move in the virtual interactive environment in response to the contact interaction of the first role or the second role with the material;
- the information processing module controls the first mobile carrier or the second mobile carrier in response to the material moving into the first mobile carrier or the second mobile carrier.
- the mobile carrier or the second mobile carrier adjusts its position in the virtual interactive environment, and according to the position of the first mobile carrier or the second mobile carrier in the virtual interactive environment, it is displayed on the graphical user interface of the terminal device for characterizing the first Prompt information of the movement information of the mobile carrier and/or the second mobile carrier; the game settlement module settles the game of the current round in response to the movement information of the first mobile carrier or the second mobile carrier meeting the preset settlement conditions.
- the position of the first mobile carrier or the second mobile carrier in the virtual interactive environment in the embodiment of the present disclosure can be determined according to the situation of the material moved into the first mobile carrier or the second mobile carrier, that is, the first mobile carrier Or the position of the second mobile carrier in the virtual interactive environment changes in real time, and whether the player wins is determined according to the final position of the first mobile carrier or the second mobile carrier in the virtual interactive environment.
- the position of the mobile carrier in the virtual interactive environment is displayed on the graphical user interface in real time, so as to prompt the game player of the progress of the game, and at the same time, it helps the game player to quickly locate the position of the mobile carrier in the virtual interactive environment, thereby improving the performance of the game. The positioning accuracy of the game.
- FIG. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
- the electronic device 400 includes a processor 410 , a memory 420 and a bus 430 .
- the memory 420 stores machine-readable instructions executable by the processor 410.
- the processor 410 communicates with the memory 420 through the bus 430.
- the machine-readable instructions are executed by the processor 410, the above-mentioned instructions can be executed.
- the specific implementation can refer to the method embodiment, which will not be repeated here.
- Embodiments of the present disclosure further provide a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, the computer program can execute the game in the method embodiment shown in FIG. 1 above.
- a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, the computer program can execute the game in the method embodiment shown in FIG. 1 above.
- the steps of the information processing method reference may be made to the method embodiment for a specific implementation manner, which will not be repeated here.
- the terms “installed”, “connected” and “connected” should be understood in a broad sense, for example, it may be a fixed connection or a detachable connection , or integrally connected; it can be a mechanical connection or an electrical connection; it can be a direct connection, or an indirect connection through an intermediate medium, or the internal communication between the two components.
- installed should be understood in a broad sense, for example, it may be a fixed connection or a detachable connection , or integrally connected; it can be a mechanical connection or an electrical connection; it can be a direct connection, or an indirect connection through an intermediate medium, or the internal communication between the two components.
- the functions, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer-readable storage medium. Based on such understanding, the technical solutions of the present disclosure can be embodied in the form of software products in essence, or the parts that contribute to the prior art or the parts of the technical solutions.
- the computer software products are stored in a storage medium, including Several instructions are used to cause a computer device (which may be a personal computer, an electronic device, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure.
- the aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk and other media that can store program codes .
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
本公开提供一种游戏中的信息处理方法、装置、电子设备及存储介质,可以在虚拟交互环境中响应第一角色或第二角色对物料的接触性交互,控制物料在虚拟交互环境中进行移动,在物料移动进入第一移动载体或第二移动载体后,调整第一移动载体或第二移动载体在虚拟交互环境中的位置,同时根据第一移动载体或第二移动载体在虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息,并根据移动信息与预设的结算条件之间的关系对本局游戏进行结算。本公开将移动载体在虚拟交互环境中的位置实时的展示在图形用户界面上,以提示游戏玩家游戏的进度,可以帮助游戏玩家快速定位,提高游戏的定位精度。 (图1)
Description
相关申请的交叉引用
本公开要求于2021年05月07日提交的申请号为202110514380.0、名称为“一种游戏中的信息处理方法、装置、电子设备及存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
本公开涉及网络游戏的技术领域,尤其是涉及一种游戏中的信息处理方法、装置、电子设备及存储介质。
在一些游戏中,玩家被分为两个游戏阵营,分属不同游戏阵营的虚拟角色彼此竞赛,同属相同阵营的虚拟角色相互配合,游戏的主要玩法就是共同闯关冒险,游戏会为每个游戏阵营设置一个终点,玩家需要控制虚拟角色抵达终点,在比赛的过程中可以有障碍,其他的游戏玩家也可以释放干扰技能,玩家在游戏中按照既定的游戏内容进行游玩,且游戏内容没有多大改变,游戏规定先到达游戏终点的游戏阵营内的玩家获胜。
需要说明的是,上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
有鉴于此,本公开的目的在于提供一种游戏中的信息处理方法、装置、电子设备及存储介质,将移动载体在虚拟交互环境中的位置实时的展示在图形用户界面上,以提示游戏玩家游戏的进度,同时帮助游戏玩家快速对移动载体在虚拟交互环境中的位置进行定位,提高游戏的定位精度。
第一方面,本公开实施例提供一种游戏中的信息处理方法,所述方法包括:
响应于本局游戏的开始条件,提供用于使所属第一阵营的第一角色与所属第二阵营的第二角色进行交互的虚拟交互环境;所述虚拟交互环境中具有与所述第一阵营相对应的第一移动载体和与所述第二阵营相对应的第二移动载体;
响应于第一角色或第二角色对物料的接触性交互,控制所述物料在所述虚拟交互环境中进行移动;
响应于所述物料移动进入第一移动载体或第二移动载体,控制第一移动载体或第二移动载体调整其在所述虚拟交互环境中的位置,以及根据第一移动载体或第二移动载体在所述虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息;
响应于第一移动载体或第二移动载体的移动信息符合预设的结算条件,对本局游戏 进行结算。
在本公开可选的实施例中,所述方法还包括:
响应于本局游戏的物料刷新条件,在预设的物料刷新位置处刷新物料。
在本公开可选的实施例中,所述响应于本局游戏的物料刷新条件,在预设的物料刷新位置处刷新物料,包括:
在本局游戏开始之后,响应于本局游戏中的时间进程满足预设的间隔阈值条件,在预设的物料刷新位置处刷新物料。
在本公开可选的实施例中,所述响应于本局游戏的物料刷新条件,在预设的物料刷新位置处刷新物料,包括:
响应于存在本局游戏的虚拟交互环境中且未进入第一移动载体或第二移动载体的物料的数量小于预设数量阈值的条件,在预设的物料刷新位置处刷新物料。
在本公开可选的实施例中,所述物料刷新位置至少包括以下之一:
虚拟交互环境中的一个固定物料刷新位置;
沿预设方向依次排列的多个物料刷新位置;
根据第一移动载体和/或第二移动载体的位置实时调整的物料刷新位置;
根据本局游戏中的时间进程调整的物料刷新位置。
在本公开可选的实施例中,所述响应于第一角色或第二角色对物料的接触性交互,控制所述物料在所述虚拟交互环境中进行移动,包括:
响应于第一角色或第二角色对物料的接触性交互,确定第一角色或第二角色与物料进行接触性交互的交互参数;
根据所述交互参数,确定所述物料的位移参数;
根据所述物料的位移参数,控制所述物料在所述虚拟交互环境中进行移动。
在本公开可选的实施例中,所述响应于第一角色或第二角色对物料的接触性交互,控制所述物料在所述虚拟交互环境中进行移动,包括:
响应于第一角色或第二角色对物料的拾取操作,将所述物料与第一角色或第二角色进行绑定;
响应于针对第一角色或第二角色的方向控制操作,控制第一角色或第二角色在所述虚拟交互环境中进行移动,以及控制所述物料随着第一角色或第二角色在所述虚拟交互环境中进行移动。
在本公开可选的实施例中,在所述虚拟交互环境中设有用于驱使物料移动的位移部件,所述方法还包括:
响应于所述位移部件与物料的接触性交互,确定所述位移部件与物料进行接触性交互的交互参数;
根据所述交互参数,确定所述物料的位移参数;
根据所述物料的位移参数,控制所述物料在所述虚拟交互环境中进行移动。
在本公开可选的实施例中,所述位移部件沿着第一移动载体或第二移动载体在所述虚拟交互环境中的起始位置向终点位置进行排布,以驱使所述物料从所述起始位置向所述终点位置进行移动。
在本公开可选的实施例中,所述位移部件至少包括以下之一:传送带控件、转向盘控件、弹簧控件、推杆控件、风吹控件和水流控件。
在本公开可选的实施例中,控制第一移动载体或第二移动载体调整其在所述虚拟交互环境中的位置的步骤,包括:
当物料进入到第一移动载体或第二移动载体中时,根据进入到第一移动载体或第二移动载体中物料的数量确定第一移动载体或第二移动载体的移动距离;
根据确定出的移动距离,控制第一移动载体或第二移动载体在虚拟交互环境中进行移动。
在本公开可选的实施例中,所述移动包括以下之一:单向移动、往复移动、折线移动和曲线移动。
在本公开可选的实施例中,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息的步骤,包括:
根据第一移动载体和/或第二移动载体的实时变量信息与预设总变量信息,确定第一移动载体和/或第二移动载体的实时变量进度信息,其中,所述预设总变量信息用于作为本局游戏获胜的条件;
在终端设备的图形用户界面上展示所述实时变量进度信息。
在本公开可选的实施例中,所述实时变量进度信息的展示形式包括以下之一:进度条的展示形式、百分比的展示形式,以及第一移动载体和第二移动载体上表征物料数量的数字的展示形式。
在本公开可选的实施例中,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息的步骤,包括:
根据第一移动载体和/或第二移动载体的当前位置,以及第一角色和/或第二角色中的目标角色在虚拟交互环境中的位置,确定第一移动载体和/或第二移动载体与目标角色之间的相对位置关系;
采用方向指示标识对第一移动载体和/或第二移动载体与目标角色之间的相对位置关系进行展示,所述方向指示标识的指示方向为由目标角色指向第一移动载体或第二移动载体。
第二方面,本公开实施例提供一种游戏中的信息处理装置,所述装置包括:
环境确定模块,被配置为执行响应于本局游戏的开始条件,提供用于使所属第一阵营的第一角色与所属第二阵营的第二角色进行交互的虚拟交互环境;所述虚拟交互环境中具有与所述第一阵营相对应的第一移动载体和与所述第二阵营相对应的第二移动载体;
接触移动模块,被配置为执行响应于第一角色或第二角色对物料的接触性交互,控制所述物料在所述虚拟交互环境中进行移动;
信息处理模块,被配置为执行响应于所述物料移动进入第一移动载体或第二移动载体,控制第一移动载体或第二移动载体调整其在所述虚拟交互环境中的位置,以及根据第一移动载体或第二移动载体在所述虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息;
游戏结算模块,被配置为执行响应于第一移动载体或第二移动载体的移动信息符合预设的结算条件,对本局游戏进行结算。
第三方面,本公开实施例提供一种电子设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过总线通信,所述处理器执行所述机器可读指令,以执行如上所述游戏中的信息处理方法的步骤。
第四方面,本公开实施例提供一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如上所述游戏中的信息处理方法的步骤。
本公开实施例提供一种游戏中的信息处理方法、装置、电子设备及存储介质,可以在虚拟交互环境中响应第一角色或第二角色对物料的接触性交互,控制物料在虚拟交互环境中进行移动,在物料移动进入第一移动载体或第二移动载体后,调整第一移动载体或第二移动载体在虚拟交互环境中的位置,同时根据第一移动载体或第二移动载体在虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息,并根据移动信息与预设的结算条件之间的关系对本局游戏进行结算。第一移动载体或第二移动载体在虚拟交互环境中的位置可以根据移动进入第一移动载体或第二移动载体中的物料情况确定,即第一移动载体或第二移动载体在虚拟交互环境中的位置是实时变化的,并且实时变化的位置能够在图形用户界面上显示出来,最后根据第一移动载体或第二移动载体在虚拟交互环境中的最终位置确定玩家是否胜利,这样一来,本公开实施例将移动载体在虚拟交互环境中的位置实时的展示在图形用户界面上,以提示游戏玩家游戏的进度,同时帮助游戏玩家快速对移动载体在虚拟交互环境中的位置进行定位,提高游戏的定位精度。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
为了更清楚地说明本公开具体实施方式或现有技术中的技术方案,下面将对具体实 施方式或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,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。
图1为本公开实施例提供的一种游戏中的信息处理方法的流程图;
图2为本公开实施例提供的一种多人在线竞技游戏的关卡设计图;
图3为本公开实施例提供的一种游戏中的信息处理装置的结构示意图;
图4为本公开实施例提供的一种电子设备的结构示意图。
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开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公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的每个其他实施例,都属于本公开保护的范围。
在一些游戏中,玩家被分为两个游戏阵营,分属不同游戏阵营的虚拟角色彼此竞赛,同属相同阵营的虚拟角色相互配合,游戏的主要玩法就是共同闯关冒险,游戏会为每个游戏阵营设置一个终点,玩家需要控制虚拟角色抵达终点,在比赛的过程中可以有障碍,其他的游戏玩家也可以释放干扰技能,玩家在游戏中按照既定的游戏内容进行游玩,且游戏内容没有多大改变,游戏规定先到达游戏终点的游戏阵营内的玩家获胜。
举例说明,在多人在线竞技游戏中,由参与游戏的多个玩家共同加入同一个游戏对局,在进入游戏对局后,所有的虚拟角色进行闯关,一般有4关,从30个人中筛选出20个人,然后再筛选出12个人,到筛选出8个人,最后到筛选出1个人,使得最后筛选出的这一个人取得胜利。除此之外,还可以设置其他的游戏关卡,如多人滚雪球,哪个队伍滚得雪球大,哪个队伍获胜;如多人踢足球,哪个队伍将足球踢进球门的数量多,哪个队伍获胜。
基于此,本公开对多人在线竞技游戏进行了改进,提供一种游戏中的信息处理方法、装置、电子设备及存储介质,能够提示游戏玩家游戏的进度,可以帮助游戏玩家快速定位,以提高游戏的定位精度。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种游戏中的信息处理方法进行详细介绍。
本实施例提供了一种游戏中的信息处理方法,本实施例提供的游戏包括第一阵营和第二阵营,第一阵营包括若干第一角色,第二阵营包括若干第二角色。
本实施例中的游戏可以为多人在线竞技游戏,本实施例中的游戏可以为手机游戏、 电脑游戏或者主机游戏。本实施例中的游戏可以划分为不同的游戏阵营,例如:第一阵营和第二阵营;属于不同阵营的虚拟角色可以具有不同的身份,例如:第一阵营包括若干第一角色,属于第一阵营的第一角色具有第一身份,第二阵营包括若干第二角色,属于第二阵营的第二角色具有第二身份。
其中,属于相同阵营的虚拟角色可以相互帮助,共同完成阵营的任务;属于不同阵营的虚拟角色可以相互攻阀,以完成己方阵营的任务,阻止对方完成对方阵营的任务。
虚拟角色是指在虚拟交互环境中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟交互环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟交互场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟对象是在虚拟交互场景中进行竞技的虚拟人物。可选地,该虚拟交互场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟角色在该虚拟交互场景中进行移动,例如,控制虚拟角色跑动、跳动、爬行等,也能够控制虚拟角色使用应用程序所提供的技能、虚拟道具等与其他虚拟角色进行战斗。
虚拟交互环境是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制虚拟角色完整游戏逻辑的场景。示例性的,虚拟角色在虚拟交互环境中的活动可包括但不限于以下至少一种:行走、跑动、跳跃、翻滚、趴下、释放技能、使用道具。这里,虚拟交互环境中活动的虚拟角色除包括由各玩家操控的虚拟角色之外,还可以包括其他非玩家操控的虚拟角色。
本公开公开其中一种实施例中的游戏中的信息处理方法,可以运行于终端设备或者是服务器。其中,终端设备可以为本地终端设备。当信息处理方法运行于服务器时,该信息处理方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备;当信息处理方法运行于终端设备时,该游戏可以为单机游戏。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,信息处理方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用是用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的终端设备为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后, 通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
请参见图1,图1为本公开实施例提供的一种游戏中的信息处理方法的流程图,该游戏中的信息处理方法包括:
S110、响应于本局游戏的开始条件,提供用于使所属第一阵营的第一角色与所属第二阵营的第二角色进行交互的虚拟交互环境;虚拟交互环境中具有与第一阵营相对应的第一移动载体和与第二阵营相对应的第二移动载体。
S120、响应于第一角色或第二角色对物料的接触性交互,控制物料在虚拟交互环境中进行移动。
S130、响应于物料移动进入第一移动载体或第二移动载体,控制第一移动载体或第二移动载体调整其在虚拟交互环境中的位置,以及根据第一移动载体或第二移动载体在虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息。
S140、响应于第一移动载体或第二移动载体的移动信息符合预设的结算条件,对本局游戏进行结算。
本公开实施例涉及的终端设备主要指用于提供图形用户界面,并能对虚拟对象进行控制操作的智能设备,该终端设备可以包括但不限于以下设备中的任意一种:智能手机、平板电脑、便携式计算机、台式计算机、数字电视和游戏机等。该终端设备中安装和运行有支持游戏的应用程序,比如支持三维游戏或者二维游戏的应用程序。在本公开实施例中以应用程序为游戏应用进行介绍,可选地,该应用程序可以是网络联机版的游戏应用程序,也可以是单机版的游戏应用程序。
图形用户界面是一种人与计算机通信的界面显示格式,允许用户使用鼠标、键盘、游戏手柄等输入设备操纵屏幕上的图标或菜单选项,也允许用户通过在终端设备的触控屏上执行触摸操作来操纵屏幕上的图标或菜单选项,以选择命令、启动程序或执行其它一些任务等。
移动载体是能够承载虚拟物体且进行移动的运输体,例如虚拟交互场景中的车辆、飞机和船等。移动载体可以不受玩家直接控制,但可以响应虚拟交互场景中虚拟角色的交互行为(如,将虚拟物体放置在移动载体上等),而作出相应的表现。物料是虚拟交互场景中的虚拟物体,受玩家直接控制,可以响应虚拟交互场景中虚拟角色的交互行为 (如,举起、推走等),例如,虚拟角色可以对物料进行举起、推走等。
下面以上述方法应用于服务器为例对本公开实施例提供的上述示例性的各步骤分别进行说明。
在步骤S110中,服务器响应于本局游戏的开始条件,提供用于使所属第一阵营的第一角色与所属第二阵营的第二角色进行交互的虚拟交互环境;虚拟交互环境中具有与第一阵营相对应的第一移动载体和与第二阵营相对应的第二移动载体。
本公开实施例中,开始条件是游戏玩家通过终端设备向服务器下达的,该开始条件用于控制本局游戏的开始。可以理解为游戏玩家通过终端设备向服务器发送本局游戏的开始请求,服务器在接收到本局游戏的开始请求后,判断接收到的游戏玩家的开始请求是否符合本局游戏的开始条件,若符合,则控制本局游戏开始。具体地,本局游戏的开始条件可以包括如下:参与本局游戏的虚拟角色的数量符合预设数量要求,如12人、14人以及16人等;参与本局游戏的虚拟角色的游戏在线时长不大于游戏规定的预设极限时长,如为了防止游戏玩家的游戏时间过长,影响视力,服务器设定一个预设极限时长,若游戏在线时长超过该预设极限时长,服务器会强制该游戏玩家退出本局游戏。
这里,虚拟交互环境中包括若干个第一角色(同属第一阵营)和若干个第二角色(同属第二阵营),以及第一移动载体和第二移动载体,其中,第一移动载体与第一阵营具有绑定关系,第二移动载体与第二阵营具有绑定关系。举例说明,针对第一阵营,要想获得游戏的胜利,需要第一移动载体先于第二移动载体到达终点,这样,第一阵营内的若干个第一角色才能获得游戏的胜利;反之,若第二移动载体先于第一移动载体到达终点,第一阵营就游戏失败了。
具体地,第一移动载体的移动情况用于决定第一阵营内的第一角色是否能够取得游戏的胜利;第二移动载体的移动情况用于决定第二阵营内的第二角色是否能够取得游戏的胜利。举例说明,若第一角色将物料推到了第二移动载体内,第二移动载体内的物料数量增多,使得第二移动载体向终点移动,当第二移动载体到达终点时,意味着第二阵营内的第二角色取得胜利,即使是第一角色将物料推进了第二移动载体内,最终胜利的依旧是第二角色。
在步骤S120中,服务器响应于第一角色或第二角色对物料的接触性交互,控制物料在虚拟交互环境中进行移动。
本公开实施例中,接触性交互是游戏玩家通过终端设备控制虚拟角色与物料接触生成的交互行为,这里的接触可以是纯物理性的接触,如触碰接触,飞扑接触,触摸接触等。接触性交互可以理解为游戏玩家通过控制第一角色或第二角色与物料无限接近直至挨上的交互行为(如,推或举),通过该交互行为,服务器可以控制物料在虚拟交互环境中进行移动。除此之外,接触性交互还可以是虚拟交互环境中的虚拟物体与物料接触生成的交互行为,通过虚拟物体与物料的接触性交互,也可以控制物料在虚拟交互环境中移动。
其中,物料在虚拟交互环境中进行移动的方式可以分为两种情况,第一种情况是游戏玩家通过虚拟角色控制物料在虚拟交互环境中进行移动,第二种情况是在游戏内设置物料在虚拟交互环境中进行移动。
针对第一种情况,步骤S120包括:响应于第一角色或第二角色对物料的接触性交互,确定第一角色或第二角色与物料进行接触性交互的交互参数;根据交互参数,确定物料的位移参数;根据物料的位移参数,控制物料在虚拟交互环境中进行移动。
本公开实施例中,第一角色或第二角色与物料进行接触性交互的交互参数包括第一角色或第二角色对物料施加的作用力以及作用力的方向。根据第一角色或第二角色与物料进行接触性交互的交互参数,确定物料的位移参数,位移参数包括物料的移动方向、移动加速度和移动距离。
具体地,游戏内上预先设置好物料的重量;根据第一角色或第二角色对物料施加的作用力以及物料的重量,确定物料的移动加速度;根据第一角色或第二角色对物料施加的作用力的方向,确定物料的移动方向;根据确定出的物料的移动加速度以及统计出的物料的移动时间,确定物料的移动距离。
本公开实施例中,步骤S120包括:响应于第一角色或第二角色对物料的拾取操作,将物料与第一角色或第二角色进行绑定;响应于针对第一角色或第二角色的方向控制操作,控制第一角色或第二角色在虚拟交互环境中进行移动,以及控制物料随着第一角色或第二角色在虚拟交互环境中进行移动。
这里,拾取操作用于表征第一角色或第二角色对物料的接触性交互行为,可以包括飞扑操作、举起操作或抱起操作等。通过该拾取操作,将物料与第一角色或第二角色进行绑定,绑定后的物料与第一角色,或物料与第二角色集成在一体,彼此之间的运动状态相同。方向控制操作用于控制第一角色或第二角色在虚拟交互环境中的移动方向,进而控制第一角色或第二角色在虚拟交互环境中根据移动方向进行移动,由于物料与第一角色或第二角色绑定在一起,当第一角色或第二角色在虚拟交互环境中移动时,物料会跟随第一角色或第二角色在虚拟交互环境中移动。
针对第二种情况,在虚拟交互环境中设有用于驱使物料移动的位移部件,响应于位移部件与物料的接触性交互,确定位移部件与物料进行接触性交互的交互参数;根据交互参数,确定物料的位移参数;根据物料的位移参数,控制物料在虚拟交互环境中进行移动。
在本公开实施例中,位移部件用于表征在虚拟交互环境中能够驱使物料移动的部件,通过该位移部件与物料接触,能够带动物料在虚拟交互环境中进行移动。具体地,位移部件至少包括以下之一:传送带控件、转向盘控件、弹簧控件、推杆控件、风吹控件和水流控件。
交互参数用于表征位移部件与物料在接触性交互的过程中产生的各项参数,如物料在位移部件上的相对位置,物料相对位移部件的相对移动速度、物料与位移部件的接触 性交互时间以及物料相对位移部件的相对方向。位移参数是根据交互参数确定出来的,位移参数包括物料的移动方向、移动速度和移动距离。
具体地,服务器上预先设置好位移部件的移动参数,位移部件的移动参数包括位移部件的移动方向和移动速度。根据位移部件的移动速度和物料相对位移部件的相对移动速度确定物料的移动速度;根据物料相对位移部件的相对方向和位移部件的移动方向,确定物料的移动方向;根据物料相对位移部件的相对移动速度、物料与位移部件的接触性交互时间,确定物料相对位移部件的相对移动距离,根据物料在位移部件上的相对位置以及物料相对位移部件的相对移动距离,确定物料的移动距离。
在一优选的实施方式中,在虚拟交互环境中设有用于驱使物料移动的位移部件,响应于位移部件与物料的接触性交互,确定位移部件与物料进行接触性交互的物料在位移部件上的相对位置、物料相对位移部件的相对移动速度、物料与位移部件的接触性交互时间以及物料相对位移部件的相对方向;根据相对位置、相对移动速度、接触性交互时间和相对方向,确定物料的移动方向、移动速度和移动距离;根据物料的移动方向、移动速度和移动距离,控制物料在虚拟交互环境中进行移动。
在一可选的实施例中,位移部件包括传送带控件,传送带控件是真实世界中的传送带在虚拟交互环境中的仿真结果,传送带控件能够在虚拟交互环境中完成物料的输送。将物料放置在传送带控件上,实现传送带控件与物料的接触,以使物料随着传送带控件的移动而进行移动。具体地,传送带控件沿着第一移动载体或第二移动载体在虚拟交互环境中的起始位置向终点位置进行排布,以驱使物料从起始位置向终点位置进行移动。
在一可选的实施例中,位移部件包括转向盘控件,转向盘控件是真实世界中的转向盘在虚拟交互环境中的仿真结果,转向盘控件不仅能够控制物料在虚拟交互环境中的移动方向,还能够让物料跟随转向盘控件转动,将物料放置在转向盘控件上,实现转向盘控件与物料的接触,以使物料随着转向盘控件的转动而进行转动。
在一可选的实施例中,位移部件包括传送带控件和转向盘控件,转向盘控件和传送带控件集成在一起,将物料放置在传送带控件上,物料随着传送带控件的移动而进行移动,当移动到转向盘控件上时,物料随着转向盘控件的转动而进行转动,不仅改变了物料的移动方向,还改变了物料的移动路径。
在一可选的实施例中,位移部件包括弹簧控件,弹簧控件是真实世界中的弹簧在虚拟交互环境中的仿真结果,弹簧控件用于将刷新的物料弹起,以改变物料在虚拟交互环境中的移动路径,同时,由于弹簧控件弹起的物料的移动路径是不规则且不确定的,提高了虚拟角色与物料的接触性交互的难度,以使玩家在游戏过程中不至于因为简单的行动路线而降低对游戏的兴趣。
在一可选的实施例中,位移部件包括推杆控件,推杆控件是真实世界中的推杆在虚拟交互环境中的仿真结果,推杆一般是让母球在向前运动时,通过与台尼的摩擦,获得自然的向前滚动,一般在撞击目标球后,由于母球自身的向前滚动会向前再运动一小段 距离。而在虚拟交互环境中,推杆控件用于让目标物料在向前运动时,使目标物料在初始时刻获得自然的向前滚动的力,在撞击其他的物料后,目标物料借助自身的向前滚动的力会向前再运动一小段距离,以使虚拟交互环境中的物料按照如上方式进行移动。
在一可选的实施例中,位移部件包括风吹控件,风吹控件是在虚拟交互环境中模拟风吹的控件,将风吹控件设置在产生物料的位置处,借助风力与物料接触,将物料吹散在虚拟交互环境中的各个位置处,以实现物料的移动。
在一可选的实施例中,位移部件包括水流控件,水流控件是在虚拟交互环境中模拟水流动的控件,将水流控件设置在产生物料的位置处,借助水流与物料接触,将物料冲到虚拟交互环境中的各个位置处,以实现物料的移动。
本公开实施例通过设置如上所述的物理性的位移部件,可以实现物料在非人为接触的情况下在虚拟交互环境中进行移动。
在步骤S130中,响应于物料移动进入第一移动载体或第二移动载体,控制第一移动载体或第二移动载体调整其在虚拟交互环境中的位置,以及根据第一移动载体或第二移动载体在虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息。
示例性的,以服务器响应于物料移动进入第一移动载体为例,服务器响应于物料移动进入第一移动载体,控制第一移动载体调整其在虚拟交互环境中的位置,以及根据第一移动载体虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体移动信息的提示信息。
本公开实施例中,移动信息包括第一移动载体在虚拟交互环境中的当前位置和相对距离。其中,当前位置是第一移动载体在位置调整后在虚拟交互环境中的位置,相对距离是第一移动载体在虚拟交互环境中的当前位置相对于第一移动载体在虚拟交互环境中的初始位置之间的距离。
本公开实施例中,提示信息用于提示游戏玩家第一移动载体在虚拟交互环境中的当下位置和相对距离,以便于游戏玩家可以快速获取第一移动载体的当前位置,以便于玩家对第一移动载体进行快速定位,从而提高玩家向第一移动载体推动物料的准确度,同时,根据提示信息还可以快速获取游戏的进度。
这里,在终端设备的图形用户界面上展示提示信息时,可以只展示己方阵营的提示信息,即展示表征第一移动载体或第二移动载体移动信息的提示信息;也可以展示双方阵营的提示信息,即展示表征第一移动载体和第二移动载体移动信息的提示信息。本公开的优选实施方式是展示双方阵营的提示信息,对于玩家本身来说,己方阵营的提示信息可以帮助快速定位到移动载体的位置,通过双方阵营的提示信息,可以及时了解对方的对局情况,以调整己方的战术布局等。
具体地,控制第一移动载体调整其在虚拟交互环境中的位置的步骤,包括:当物料进入到第一移动载体中时,根据进入到第一移动载体中物料的数量确定第一移动载体的 移动距离;根据确定出的移动距离,控制第一移动载体在虚拟交互环境中进行移动。
本公开实施例中,进入到第一移动载体中物料的数量决定了第一移动载体的移动距离,进入到第一移动载体中物料的数量越多,第一移动载体在虚拟交互环境中的移动距离越大。
这里,物料进入第一移动载体,一般会驱使第一移动载体进行移动。
举例说明,在游戏的实际玩法中,一般在第一移动载体中推入一个物料,就驱使第一移动载体前进预设距离。其中,预设距离的设定可以根据第一移动载体能够容纳的物料数量以及第一移动载体在虚拟交互环境中的起点位置到胜利终点之间的距离确定。
同理,控制第二移动载体调整其在虚拟交互环境中的位置的步骤,包括:当物料进入到第二移动载体中时,根据进入到第二移动载体中物料的数量确定第二移动载体的移动距离;根据确定出的移动距离,控制第二移动载体在虚拟交互环境中进行移动,其中,控制第二移动载体调整其在虚拟交互环境中的位置的原理与控制第一移动载体调整其在虚拟交互环境中的位置的原理相同,在此不再赘述。
具体地,所述移动包括以下之一:单向移动、往复移动、折线移动和曲线移动。
示例性的,当移动为单向移动时,当物料进入到第一移动载体中时,根据进入到第一移动载体中物料的数量确定第一移动载体的移动距离;根据确定出的移动距离,控制第一移动载体在虚拟交互环境中进行单向移动,单向移动的移动方向平行于服务器自身控制物料在虚拟交互环境中进行移动的移动方向。例如,随着第一移动载体中物料数量的增多,第一移动载体始终在做单向移动,当第一移动载体到达规定的游戏终点时,第一角色取得游戏的胜利。
示例性的,当移动为往复移动时,判定游戏获得胜利的条件可以为移动载体内的物料数量,当物料进入到第一移动载体中时,根据进入到第一移动载体中物料的数量确定第一移动载体的往复移动距离。例如,假设游戏胜利的条件是移动载体内的物料数量达到100,可以设定:当移动载体内的物料数量在1至30之间,移动载体向第一方向移动,当移动载体内的物料数量在31至60之间,移动载体向第二方向移动,当移动载体内的物料数量在61至90之间,移动载体向第一方向移动,当移动载体内的物料数量在91至100之间,移动载体向第二方向移动,其中,第一方向与第二方向的方向相反,当移动载体内的物料数量达到100时,移动载体保持不动,同时,移动载体内的物料数量率先达到100的阵营内的玩家获胜。
同理,控制第一移动载体在虚拟交互环境中进行折线移动或曲线移动的方式可以参照往复移动。
本公开实施例中,在终端设备的图形用户界面上展示用于表征第一移动载体移动信息的提示信息的步骤,包括:根据第一移动载体实时变量信息与预设总变量信息,确定第一移动载体的实时变量进度信息;或根据第二移动载体实时变量信息与预设总变量信息,确定第二移动载体的实时变量进度信息;或根据第一移动载体和第二移动载体的实 时变量信息与预设总变量信息,确定第一移动载体和第二移动载体的实时变量进度信息,其中,预设总变量信息用于作为本局游戏获胜的条件;在终端设备的图形用户界面上展示实时变量进度信息。
这里,实时变量信息用于表征第一移动载体或第二移动载体根据物料数量而实时改变的参量,可以包括第一移动载体或第二移动载体在虚拟交互环境中的移动距离,也可以包括第一移动载体或第二移动载体中的物料数量。相应的,当实时变量信息为第一移动载体或第二移动载体在虚拟交互环境中的移动距离时,预设总变量信息则为系统预设的本局游戏获得胜利时移动载体移动的总距离,进而,实时变量进度信息可以为第一移动载体或第二移动载体在虚拟交互环境中的移动距离与系统预设的本局游戏获得胜利时移动载体移动的总距离之间的比例关系。当实时变量信息为第一移动载体或第二移动载体中的物料数量时,预设总变量信息则为系统预设的本局游戏获得胜利时移动载体内容纳的物料总数量,进而,实时变量进度信息可以为第一移动载体或第二移动载体中的物料数量与系统预设的本局游戏获得胜利时移动载体内容纳的物料总数量之间的比例关系。
本公开实施例中,根据第一移动载体和/或第二移动载体的当前位置,以及第一角色和/或第二角色中的目标角色在虚拟交互环境中的位置,确定第一移动载体和/或第二移动载体与目标角色之间的相对位置关系;采用方向指示标识对第一移动载体和/或第二移动载体与目标角色之间的相对位置关系进行展示,方向指示标识的指示方向为由目标角色指向第一移动载体和/或第二移动载体。
具体如下,第一种情况为:根据第一移动载体或第二移动载体的当前位置,以及第一角色或第二角色中的目标角色在虚拟交互环境中的位置,确定第一移动载体或第二移动载体与目标角色之间的相对位置关系;采用方向指示标识对第一移动载体或第二移动载体与目标角色之间的相对位置关系进行展示,方向指示标识的指示方向为由目标角色指向第一移动载体或第二移动载体。第二种情况为:根据第一移动载体和第二移动载体的当前位置,以及第一角色和第二角色中的目标角色在虚拟交互环境中的位置,确定第一移动载体和第二移动载体与目标角色之间的相对位置关系;采用方向指示标识对第一移动载体或第二移动载体与目标角色之间的相对位置关系进行展示,方向指示标识的指示方向为由目标角色指向第一移动载体和第二移动载体。
本公开实施例中,方向指示标识的指示方向为由目标角色指向第一移动载体和/或第二移动载体,这里,方向指示标识可以采用箭头。这样,即使第一移动载体或第二移动载体在虚拟交互环境中的位置发生了变化,目标角色根据方向指示标识随时能够快速定位到第一移动载体或第二移动载体的位置,以便于目标角色能够准确的将物料推到移动载体内。
这里,目标角色可以只是游戏玩家自身控制的虚拟角色,可以是游戏玩家控制的虚拟角色所在的阵营内的所有虚拟角色,也可以是双方阵营中的所有虚拟角色。
具体地,实时变量进度信息的展示形式包括以下之一:进度条的展示形式、百分比的展示形式,以及第一移动载体和第二移动载体上表征物料数量的数字的展示形式。
当实时变量进度信息以进度条的展示形式展示时,示例性的,在图形用户界面上展示第一阵营和第二阵营对应的进度条,进度条的总长度表示预设总变量信息,进度条上的移动标识用于表征实时变量信息,移动标识在进度条上的位置用于表征实时变量进度信息。
当实时变量进度信息以百分比的展示形式展示时,示例性的,百分比的展示形式可以为圆盘,整个圆盘用于表示预设总变量信息,圆盘上的粉色区域用于表征实时变量信息,利用圆盘上的粉色区域在整个圆盘上的占比来表征实时变量进度信息。
当实时变量进度信息以第一移动载体和第二移动载体上表征物料数量的数字的展示形式展示时,游戏获胜的条件只能是移动载体内的物料数量达到系统预设的本局游戏获得胜利时移动载体内容纳的物料总数量。
在本公开实施例中,所述方法还包括:响应于本局游戏的物料刷新条件,在预设的物料刷新位置处刷新物料。
这里,物料刷新条件可以为时间进程满足预设的间隔阈值条件,也可以为存在本局游戏的虚拟交互环境中且未进入第一移动载体或第二移动载体的物料的数量小于预设数量阈值的条件。物料刷新位置至少包括以下之一:虚拟交互环境中的一个固定物料刷新位置;沿预设方向依次排列的多个物料刷新位置;根据第一移动载体和/或第二移动载体的位置实时调整的物料刷新位置;根据本局游戏中的时间进程调整的物料刷新位置。
这里,时间进程可以为游戏进行的时间,也可以为物料消失后开始计时的时间,对于预设的间隔阈值条件和预设数量阈值的条件均是根据游戏内容设定的固定值。
虚拟交互环境中的一个固定物料刷新位置是指虚拟交互环境中只有一个物料刷新位置,且该物料刷新位置固定不变;沿预设方向依次排列的多个物料刷新位置是指按照与移动载体的运动方向平行的方向排列有多个物料刷新位置,相邻两个物料刷新位置之间的间距是相等的;根据第一移动载体和/或第二移动载体的位置实时调整的物料刷新位置是指物料刷新位置随着第一移动载体和/或第二移动载体的位置实时变化,如可以将第一移动载体和第二移动载体连线的中点位置作为物料刷新位置,也可以将物料刷新位置调整到与第一移动载体和第二移动载体距离最近的地方等;根据本局游戏中的时间进程调整的物料刷新位置是指将前一个物料刷新位置调整预设距离后得到后一个物料刷新位置,其中,预设距离是根据游戏进行时间确定的。
具体地,在本局游戏开始之后,响应于本局游戏中的时间进程满足预设的间隔阈值条件,在预设的物料刷新位置处刷新物料;或是,响应于存在本局游戏的虚拟交互环境中且未进入第一移动载体或第二移动载体的物料的数量小于预设数量阈值的条件,在预设的物料刷新位置处刷新物料。
举例说明,可以设置游戏开始后每两分钟刷新一次;或是以上一个道具消失起计时, 1分钟后刷新一次;或是虚拟交互环境中剩余的物料数量不足的时候进行刷新。
示例性的,请参阅图2,图2为本公开实施例提供的一种多人在线竞技游戏的关卡设计图。该多人在线竞技游戏的关卡设计可以应用游戏中的信息处理方法。如图2所示,第一阵营的第一角色与第二阵营的第二角色进行同局竞技,率先完成游戏设定任务的游戏阵营内的玩家获得游戏比赛的胜利。在游戏对局开始时,将对局内的游戏玩家分成两个不同的游戏阵营,对同属一个游戏阵营内的游戏玩家设定的游戏任务是相同的。举例而言,游戏任务主要是通过蛋仔自身的碰撞,推动燃料到己方队伍的车上,使车的移动速度加快,更快的接近终点,当己方队伍的车到达终点,游戏胜利;当对方队伍的车到达终点,游戏失败。具体地,在本局游戏的虚拟交互环境中,包括燃料生成器210、分球器220、传送带230、阻挡板240、转盘250、队伍1车260和队伍2车270;燃料生成器210产生球形燃料,球形燃料会随着传送带230自动行走,图上的箭头用于表示球形燃料随着传送带230进行行走的行走路线,通过阻挡板240等物理的方式使其在分球器220和转盘250上实现移动,不同游戏阵营内的游戏玩家控制其在虚拟交互环境中的角色争夺传送带230上的燃料,将燃料推到自己队伍的车上(如队伍1车260或队伍2车270),看哪个队伍的车先到达终点,先到达终点的队伍取得胜利。
本公开实施例提供一种游戏中的信息处理方法,可以在虚拟交互环境中响应第一角色或第二角色对物料的接触性交互,控制物料在虚拟交互环境中进行移动,在物料移动进入第一移动载体或第二移动载体后,调整第一移动载体或第二移动载体在虚拟交互环境中的位置,同时根据第一移动载体或第二移动载体在虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息,并根据移动信息与预设的结算条件之间的关系对本局游戏进行结算。第一移动载体或第二移动载体在虚拟交互环境中的位置可以根据移动进入第一移动载体或第二移动载体中的物料情况确定,即第一移动载体或第二移动载体在虚拟交互环境中的位置是实时变化的,并且实时变化的位置能够在图形用户界面上显示出来,最后根据第一移动载体或第二移动载体在虚拟交互环境中的最终位置确定玩家是否胜利,这样一来,本公开实施例将移动载体在虚拟交互环境中的位置实时的展示在图形用户界面上,以提示游戏玩家游戏的进度,同时帮助游戏玩家快速对移动载体在虚拟交互环境中的位置进行定位,提高游戏的定位精度。
基于同一发明构思,本公开实施例中还提供了与游戏中的信息处理方法对应的游戏中的信息处理装置,由于本公开实施例中的装置解决问题的原理与本公开实施例上述游戏中的信息处理方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
请参阅图3,图3为本公开实施例所提供的一种游戏中的信息处理装置的结构示意图,如图3中所示,本公开实施例提供的游戏中的信息处理装置,信息处理装置300包括:
环境确定模块310,被配置为执行响应于本局游戏的开始条件,提供用于使所属第 一阵营的第一角色与所属第二阵营的第二角色进行交互的虚拟交互环境;虚拟交互环境中具有与第一阵营相对应的第一移动载体和与第二阵营相对应的第二移动载体;
接触移动模块320,被配置为执行响应于第一角色或第二角色对物料的接触性交互,控制物料在虚拟交互环境中进行移动;
信息处理模块330,被配置为执行响应于物料移动进入第一移动载体或第二移动载体,控制第一移动载体或第二移动载体调整其在虚拟交互环境中的位置,以及根据第一移动载体或第二移动载体在虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息;
游戏结算模块340,被配置为执行响应于第一移动载体或第二移动载体的移动信息符合预设的结算条件,对本局游戏进行结算。
在本公开可选的实施例中,信息处理装置300还包括物料刷新模块(图中未示出):
物料刷新模块被配置为执行响应于本局游戏的物料刷新条件,在预设的物料刷新位置处刷新物料。
在本公开可选的实施例中,物料刷新模块被配置为执行:
在本局游戏开始之后,响应于本局游戏中的时间进程满足预设的间隔阈值条件,在预设的物料刷新位置处刷新物料。
在本公开可选的实施例中,物料刷新模块被配置为执行:
响应于存在本局游戏的虚拟交互环境中且未进入第一移动载体或第二移动载体的物料的数量小于预设数量阈值的条件,在预设的物料刷新位置处刷新物料。
在本公开可选的实施例中,物料刷新位置至少包括以下之一:
虚拟交互环境中的一个固定物料刷新位置;
沿预设方向依次排列的多个物料刷新位置;
根据第一移动载体和/或第二移动载体的位置实时调整的物料刷新位置;
根据本局游戏中的时间进程调整的物料刷新位置。
在本公开可选的实施例中,接触移动模块320被配置为执行:
响应于第一角色或第二角色对物料的接触性交互,确定第一角色或第二角色与物料进行接触性交互的交互参数;
根据交互参数,确定物料的位移参数;
根据物料的位移参数,控制物料在虚拟交互环境中进行移动。
在本公开可选的实施例中,接触移动模块320被配置为执行:
响应于第一角色或第二角色对物料的拾取操作,将物料与第一角色或第二角色进行绑定;
响应于针对第一角色或第二角色的方向控制操作,控制第一角色或第二角色在虚拟交互环境中进行移动,以及控制物料随着第一角色或第二角色在虚拟交互环境中进行移动。
在本公开可选的实施例中,在虚拟交互环境中设有用于驱使物料移动的位移部件,信息处理装置300还包括位移移动模块(图中未示出),位移移动模块被配置为执行:
响应于位移部件与物料的接触性交互,确定位移部件与物料进行接触性交互的交互参数;
根据交互参数,确定物料的位移参数;
根据物料的位移参数,控制物料在虚拟交互环境中进行移动。
在本公开可选的实施例中,位移部件沿着第一移动载体或第二移动载体在虚拟交互环境中的起始位置向终点位置进行排布,以驱使物料从起始位置向终点位置进行移动。
在本公开可选的实施例中,位移部件至少包括以下之一:传送带控件、转向盘控件、弹簧控件、推杆控件、风吹控件和水流控件。
在本公开可选的实施例中,信息处理模块330被配置为执行:
当物料进入到第一移动载体或第二移动载体中时,根据进入到第一移动载体或第二移动载体中物料的数量确定第一移动载体或第二移动载体的移动距离;
根据确定出的移动距离,控制第一移动载体或第二移动载体在虚拟交互环境中进行移动。
在本公开可选的实施例中,移动包括以下之一:单向移动、往复移动、折线移动和曲线移动。
在本公开可选的实施例中,信息处理模块330被配置为执行:
根据第一移动载体和/或第二移动载体的实时变量信息与预设总变量信息,确定第一移动载体和/或第二移动载体的实时变量进度信息,其中,预设总变量信息用于作为本局游戏获胜的条件;
在终端设备的图形用户界面上展示实时变量进度信息。
在本公开可选的实施例中,实时变量进度信息的展示形式包括以下之一:进度条的展示形式、百分比的展示形式,以及第一移动载体和第二移动载体上表征物料数量的数字的展示形式。
在本公开可选的实施例中,信息处理模块330被配置为执行:
根据第一移动载体和/或第二移动载体的当前位置,以及第一角色和/或第二角色中的目标角色在虚拟交互环境中的位置,确定第一移动载体和/或第二移动载体与目标角色之间的相对位置关系;
采用方向指示标识对第一移动载体和/或第二移动载体与目标角色之间的相对位置关系进行展示,方向指示标识的指示方向为由目标角色指向第一移动载体或第二移动载体。
本公开实施例提供的游戏中的信息处理装置,包括环境确定模块、接触移动模块、信息处理模块和游戏结算模块,其中,环境确定模块响应于本局游戏的开始条件,提供用于使所属第一阵营的第一角色与所属第二阵营的第二角色进行交互的虚拟交互环境, 虚拟交互环境中具有与第一阵营相对应的第一移动载体和与第二阵营相对应的第二移动载体;接触移动模块响应于第一角色或第二角色对物料的接触性交互,控制物料在虚拟交互环境中进行移动;信息处理模块响应于物料移动进入第一移动载体或第二移动载体,控制第一移动载体或第二移动载体调整其在虚拟交互环境中的位置,以及根据第一移动载体或第二移动载体在虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息;游戏结算模块响应于第一移动载体或第二移动载体的移动信息符合预设的结算条件,对本局游戏进行结算。
这样一来,本公开实施例中的第一移动载体或第二移动载体在虚拟交互环境中的位置可以根据移动进入第一移动载体或第二移动载体中的物料情况确定,即第一移动载体或第二移动载体在虚拟交互环境中的位置是实时变化的,并根据第一移动载体或第二移动载体在虚拟交互环境中的最终位置确定玩家是否胜利。本公开实施例将移动载体在虚拟交互环境中的位置实时的展示在图形用户界面上,以提示游戏玩家游戏的进度,同时帮助游戏玩家快速对移动载体在虚拟交互环境中的位置进行定位,提高游戏的定位精度。
请参阅图4,图4为本公开实施例所提供的一种电子设备的结构示意图。如图4中所示,所述电子设备400包括处理器410、存储器420和总线430。
存储器420存储有处理器410可执行的机器可读指令,当电子设备400运行时,处理器410与存储器420之间通过总线430通信,机器可读指令被处理器410执行时,可以执行如上述图1所示方法实施例中的游戏中的信息处理方法的步骤,具体实现方式可参见方法实施例,在此不再赘述。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时可以执行如上述图1所示方法实施例中的游戏中的信息处理方法的步骤,具体实现方式可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和/或装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
另外,在本公开实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通。对于本领域的普通技术人员而言,可以具体情况理解上述术语在本公开中的具体含义。
功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,电子设备,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、 随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。
Claims (18)
- 一种游戏中的信息处理方法,所述方法包括:响应于本局游戏的开始条件,提供用于使所属第一阵营的第一角色与所属第二阵营的第二角色进行交互的虚拟交互环境;所述虚拟交互环境中具有与所述第一阵营相对应的第一移动载体和与所述第二阵营相对应的第二移动载体;响应于第一角色或第二角色对物料的接触性交互,控制所述物料在所述虚拟交互环境中进行移动;响应于所述物料移动进入第一移动载体或第二移动载体,控制第一移动载体或第二移动载体调整其在所述虚拟交互环境中的位置,以及根据第一移动载体或第二移动载体在所述虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息;响应于第一移动载体或第二移动载体的移动信息符合预设的结算条件,对本局游戏进行结算。
- 根据权利要求1所述的方法,其中,所述方法还包括:响应于本局游戏的物料刷新条件,在预设的物料刷新位置处刷新物料。
- 根据权利要求2所述的方法,其中,所述响应于本局游戏的物料刷新条件,在预设的物料刷新位置处刷新物料,包括:在本局游戏开始之后,响应于本局游戏中的时间进程满足预设的间隔阈值条件,在预设的物料刷新位置处刷新物料。
- 根据权利要求2所述的方法,其中,所述响应于本局游戏的物料刷新条件,在预设的物料刷新位置处刷新物料,包括:响应于存在本局游戏的虚拟交互环境中且未进入第一移动载体或第二移动载体的物料的数量小于预设数量阈值的条件,在预设的物料刷新位置处刷新物料。
- 根据权利要求2所述的方法,其中,所述物料刷新位置至少包括以下之一:虚拟交互环境中的一个固定物料刷新位置;沿预设方向依次排列的多个物料刷新位置;根据第一移动载体和/或第二移动载体的位置实时调整的物料刷新位置;根据本局游戏中的时间进程调整的物料刷新位置。
- 根据权利要求1所述的方法,其中,所述响应于第一角色或第二角色对物料的接触性交互,控制所述物料在所述虚拟交互环境中进行移动,包括:响应于第一角色或第二角色对物料的接触性交互,确定第一角色或第二角色与物料进行接触性交互的交互参数;根据所述交互参数,确定所述物料的位移参数;根据所述物料的位移参数,控制所述物料在所述虚拟交互环境中进行移动。
- 根据权利要求1所述的方法,其中,所述响应于第一角色或第二角色对物料的 接触性交互,控制所述物料在所述虚拟交互环境中进行移动,包括:响应于第一角色或第二角色对物料的拾取操作,将所述物料与第一角色或第二角色进行绑定;响应于针对第一角色或第二角色的方向控制操作,控制第一角色或第二角色在所述虚拟交互环境中进行移动,以及控制所述物料随着第一角色或第二角色在所述虚拟交互环境中进行移动。
- 根据权利要求1所述的方法,其中,在所述虚拟交互环境中设有用于驱使物料移动的位移部件,所述方法还包括:响应于所述位移部件与物料的接触性交互,确定所述位移部件与物料进行接触性交互的交互参数;根据所述交互参数,确定所述物料的位移参数;根据所述物料的位移参数,控制所述物料在所述虚拟交互环境中进行移动。
- 根据权利要求8所述的方法,其中,所述位移部件沿着第一移动载体或第二移动载体在所述虚拟交互环境中的起始位置向终点位置进行排布,以驱使所述物料从所述起始位置向所述终点位置进行移动。
- 根据权利要求8所述的方法,其中,所述位移部件至少包括以下之一:传送带控件、转向盘控件、弹簧控件、推杆控件、风吹控件和水流控件。
- 根据权利要求1所述的方法,其中,控制第一移动载体或第二移动载体调整其在所述虚拟交互环境中的位置的步骤,包括:当物料进入到第一移动载体或第二移动载体中时,根据进入到第一移动载体或第二移动载体中物料的数量确定第一移动载体或第二移动载体的移动距离;根据确定出的移动距离,控制第一移动载体或第二移动载体在虚拟交互环境中进行移动。
- 根据权利要求11所述的方法,其中,所述移动包括以下之一:单向移动、往复移动、折线移动和曲线移动。
- 根据权利要求1所述的方法,其中,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息的步骤,包括:根据第一移动载体和/或第二移动载体的实时变量信息与预设总变量信息,确定第一移动载体和/或第二移动载体的实时变量进度信息,其中,所述预设总变量信息用于作为本局游戏获胜的条件;在终端设备的图形用户界面上展示所述实时变量进度信息。
- 根据权利要求13所述的方法,其中,所述实时变量进度信息的展示形式包括以下之一:进度条的展示形式、百分比的展示形式,以及第一移动载体和第二移动载体上表征物料数量的数字的展示形式。
- 根据权利要求1所述的方法,其中,在终端设备的图形用户界面上展示用于表 征第一移动载体和/或第二移动载体移动信息的提示信息的步骤,包括:根据第一移动载体和/或第二移动载体的当前位置,以及第一角色和/或第二角色中的目标角色在虚拟交互环境中的位置,确定第一移动载体和/或第二移动载体与目标角色之间的相对位置关系;采用方向指示标识对第一移动载体和/或第二移动载体与目标角色之间的相对位置关系进行展示,所述方向指示标识的指示方向为由目标角色指向第一移动载体或第二移动载体。
- 一种游戏中的信息处理装置,所述装置包括:环境确定模块,用于响应于本局游戏的开始条件,提供用于使所属第一阵营的第一角色与所属第二阵营的第二角色进行交互的虚拟交互环境;所述虚拟交互环境中具有与所述第一阵营相对应的第一移动载体和与所述第二阵营相对应的第二移动载体;接触移动模块,用于响应于第一角色或第二角色对物料的接触性交互,控制所述物料在所述虚拟交互环境中进行移动;信息处理模块,用于响应于所述物料移动进入第一移动载体或第二移动载体,控制第一移动载体或第二移动载体调整其在所述虚拟交互环境中的位置,以及根据第一移动载体或第二移动载体在所述虚拟交互环境中的位置,在终端设备的图形用户界面上展示用于表征第一移动载体和/或第二移动载体移动信息的提示信息;游戏结算模块,用于响应于第一移动载体或第二移动载体的移动信息符合预设的结算条件,对本局游戏进行结算。
- 一种电子设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过总线通信,所述处理器执行所述机器可读指令,以执行如权利要求1至15任一所述游戏中的信息处理方法的步骤。
- 一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至15任一所述游戏中的信息处理方法的步骤。
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202110514380.0A CN113244621B (zh) | 2021-05-07 | 2021-05-07 | 一种游戏中的信息处理方法、装置、电子设备及存储介质 |
CN202110514380.0 | 2021-05-07 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2022233125A1 true WO2022233125A1 (zh) | 2022-11-10 |
Family
ID=77223035
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/CN2021/133519 WO2022233125A1 (zh) | 2021-05-07 | 2021-11-26 | 一种游戏中的信息处理方法、装置、电子设备及存储介质 |
Country Status (2)
Country | Link |
---|---|
CN (1) | CN113244621B (zh) |
WO (1) | WO2022233125A1 (zh) |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN117357892A (zh) * | 2023-10-16 | 2024-01-09 | 北京电竞次元文化传播有限公司 | 一种数据处理方法及系统 |
WO2024130954A1 (zh) * | 2022-12-23 | 2024-06-27 | 网易(杭州)网络有限公司 | 游戏技能处理方法和装置、计算机存储介质、电子设备 |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN113244621B (zh) * | 2021-05-07 | 2024-05-28 | 网易(杭州)网络有限公司 | 一种游戏中的信息处理方法、装置、电子设备及存储介质 |
Citations (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2014208258A (ja) * | 2014-06-12 | 2014-11-06 | 株式会社スクウェア・エニックス | ビデオゲーム処理装置、およびビデオゲーム処理プログラム |
CN108379836A (zh) * | 2018-01-25 | 2018-08-10 | 网易(杭州)网络有限公司 | 虚拟载具的速度控制方法、装置、电子设备及存储介质 |
CN109011559A (zh) * | 2018-07-26 | 2018-12-18 | 网易(杭州)网络有限公司 | 游戏中虚拟载具的控制方法、装置、设备和存储介质 |
CN110694265A (zh) * | 2019-10-22 | 2020-01-17 | 网易(杭州)网络有限公司 | 游戏中数据同步的方法及装置、电子设备、存储介质 |
CN111111195A (zh) * | 2019-12-26 | 2020-05-08 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、终端及存储介质 |
CN111589124A (zh) * | 2020-06-23 | 2020-08-28 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、终端及存储介质 |
CN113244621A (zh) * | 2021-05-07 | 2021-08-13 | 网易(杭州)网络有限公司 | 一种游戏中的信息处理方法、装置、电子设备及存储介质 |
Family Cites Families (11)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2008052254A1 (en) * | 2006-10-30 | 2008-05-08 | Team Bondi Pty Ltd | Systems and methods for providing an on screen directional hint in a video game |
US8675017B2 (en) * | 2007-06-26 | 2014-03-18 | Qualcomm Incorporated | Real world gaming framework |
US9737988B2 (en) * | 2014-10-31 | 2017-08-22 | Intelligent Fusion Technology, Inc | Methods and devices for demonstrating three-player pursuit-evasion game |
CN105194873B (zh) * | 2015-10-10 | 2019-01-04 | 腾讯科技(成都)有限公司 | 一种信息处理方法、终端及计算机存储介质 |
CN110874137B (zh) * | 2018-08-31 | 2023-06-13 | 阿里巴巴集团控股有限公司 | 一种交互方法以及装置 |
CN111991800B (zh) * | 2019-02-22 | 2024-06-21 | 网易(杭州)网络有限公司 | 游戏角色控制方法、装置、设备和存储介质 |
CN110115838B (zh) * | 2019-05-30 | 2021-10-29 | 腾讯科技(深圳)有限公司 | 虚拟环境中生成标记信息的方法、装置、设备及存储介质 |
CN111185004B (zh) * | 2019-12-30 | 2023-08-18 | 网易(杭州)网络有限公司 | 游戏的控制显示方法、电子设备及存储介质 |
CN111686449A (zh) * | 2020-06-11 | 2020-09-22 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、终端及存储介质 |
CN111888766B (zh) * | 2020-08-11 | 2023-10-27 | 网易(杭州)网络有限公司 | 一种游戏中的信息处理方法、装置、电子设备及存储介质 |
CN111905370B (zh) * | 2020-08-14 | 2023-12-12 | 网易(杭州)网络有限公司 | 游戏中虚拟角色的控制方法、装置、电子设备及存储介质 |
-
2021
- 2021-05-07 CN CN202110514380.0A patent/CN113244621B/zh active Active
- 2021-11-26 WO PCT/CN2021/133519 patent/WO2022233125A1/zh active Application Filing
Patent Citations (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2014208258A (ja) * | 2014-06-12 | 2014-11-06 | 株式会社スクウェア・エニックス | ビデオゲーム処理装置、およびビデオゲーム処理プログラム |
CN108379836A (zh) * | 2018-01-25 | 2018-08-10 | 网易(杭州)网络有限公司 | 虚拟载具的速度控制方法、装置、电子设备及存储介质 |
CN109011559A (zh) * | 2018-07-26 | 2018-12-18 | 网易(杭州)网络有限公司 | 游戏中虚拟载具的控制方法、装置、设备和存储介质 |
CN110694265A (zh) * | 2019-10-22 | 2020-01-17 | 网易(杭州)网络有限公司 | 游戏中数据同步的方法及装置、电子设备、存储介质 |
CN111111195A (zh) * | 2019-12-26 | 2020-05-08 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、终端及存储介质 |
CN111589124A (zh) * | 2020-06-23 | 2020-08-28 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、终端及存储介质 |
CN113244621A (zh) * | 2021-05-07 | 2021-08-13 | 网易(杭州)网络有限公司 | 一种游戏中的信息处理方法、装置、电子设备及存储介质 |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2024130954A1 (zh) * | 2022-12-23 | 2024-06-27 | 网易(杭州)网络有限公司 | 游戏技能处理方法和装置、计算机存储介质、电子设备 |
CN117357892A (zh) * | 2023-10-16 | 2024-01-09 | 北京电竞次元文化传播有限公司 | 一种数据处理方法及系统 |
Also Published As
Publication number | Publication date |
---|---|
CN113244621B (zh) | 2024-05-28 |
CN113244621A (zh) | 2021-08-13 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP7512253B2 (ja) | 仮想環境内のキャラクターを制御する方法、コンピュータプログラムを格納するコンピュータ可読媒体、及びコンピュータシステム | |
WO2022233125A1 (zh) | 一种游戏中的信息处理方法、装置、电子设备及存储介质 | |
US10569176B2 (en) | Video game gameplay having nuanced character movements and dynamic movement indicators | |
JP4646001B2 (ja) | ゲーム制御プログラム | |
US9833712B2 (en) | Game system, server system, processing method, and information storage medium | |
KR20090003337A (ko) | 가상 장비 모델의 자동 적합화 방법 | |
US20120238365A1 (en) | Video game hardware systems and software methods using physical objects for immersive interactions with video games | |
US10918937B2 (en) | Dynamic gameplay session management system | |
JP7477671B2 (ja) | プログラム、コンピュータシステム及びゲーム装置 | |
CN113171608A (zh) | 用于基于网络的视频游戏应用程序的系统和方法 | |
CN112316429A (zh) | 虚拟对象的控制方法、装置、终端及存储介质 | |
JP6494176B2 (ja) | プログラム、ゲーム装置及びサーバシステム | |
US20180015373A1 (en) | Addiction/Compulsive Behavior Recovery and Relapse Prevention Gaming Simulation Platform | |
JP5190425B2 (ja) | ゲーム制御プログラム、ゲーム装置、及びゲーム制御方法 | |
CN114210063A (zh) | 虚拟对象之间的互动方法、装置、设备、介质及程序产品 | |
Paris et al. | History of video games | |
JP2021122302A (ja) | サーバシステム、ゲームシステム及びプログラム | |
Rhody | Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron’s Call | |
Hirzallah | A simple exercise-to-play proposal that would reduce games addiction and keep players healthy | |
JP7463322B2 (ja) | プログラム、情報処理システム | |
WO2024041142A1 (zh) | 基于可拾取道具的交互方法、装置、电子设备、计算机可读介质及计算机程序产品 | |
KR101400631B1 (ko) | 온라인 게임 서비스에서의 콤보 기술 구현 방법 및 서버, 및 콤보 기술 구현 기능을 가지는 온라인 게임 시스템 | |
Overmars | Designing Good Games | |
Eyles et al. | Ambient role playing games: towards a grammar of endlessness | |
Hamer et al. | Esports Genres and Games |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 21939770 Country of ref document: EP Kind code of ref document: A1 |
|
WWE | Wipo information: entry into national phase |
Ref document number: 18557313 Country of ref document: US |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 21939770 Country of ref document: EP Kind code of ref document: A1 |