WO2022257516A1 - 一种游戏中信息处理方法、装置、电子设备及存储介质 - Google Patents
一种游戏中信息处理方法、装置、电子设备及存储介质 Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/306—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
-
- 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 games, and in particular, to an information processing method, device, electronic equipment, and storage medium in a game.
- players can team up with other players to fight against players from other teams.
- players in the team can share materials by voice or non-voice communication.
- item marking is to mark the item and notify teammates that "there is a material at the mark” or trigger the shortcut voice "I have material here" in the message box, or the player aims at the item on the ground and trigger the message box " There are XX materials here.”
- the above-mentioned non-voice communication methods can only quickly notify teammates of existing materials. When a player does not own an item but needs a certain item, he can only notify teammates by inputting text. In this way, communication is not convenient enough , The information conveyed is not accurate enough and the limitations of fast communication for ground items. When the players in the same team are not familiar with friends or it is inconvenient to turn on the voice in the black, it is difficult to allocate materials in the group, and the communication efficiency is low, which greatly affects the game experience of teamwork.
- the present disclosure provides an in-game information processing method, device, electronic device, and storage medium, which improves the convenience and accuracy of allocating unowned materials between teammates under non-voice functions, and improves the non-voice functions. Improve the communication efficiency between teammates, reduce the complexity of player operations, and improve the game experience of teamwork.
- an embodiment of the present disclosure provides a method for processing information in a game.
- the game includes a plurality of game characters, and the plurality of game characters include a first game character and a player in the same group as the first game character.
- the second game role of the group providing the first graphical user interface through the first game client corresponding to the first game role, the method comprising:
- At least one item grid corresponding to the first game character is displayed on the first graphical user interface, and the at least one item grid includes a first type of item grid and a second type of item grid ;
- the first type of item lattice represents an item that the first game character does not possess
- the second type of item lattice represents an item that the first game character already possesses;
- the method also includes:
- the method also includes:
- the response to the second operation of the first-type item grid generates first-type item request information corresponding to the first-type item grid, including:
- the generating the first-type item request information of the first game character according to the request deployment type includes:
- the first type of item request information of the first game character is generated according to the requested deployment type, the first position of the first game character, and the item identification of the item corresponding to the target item grid.
- the second operation includes one of the following:
- the first designated area corresponds to a request indicator
- the request indicator is used to determine the requested allocation type of the item corresponding to the item grid.
- the third operation includes one of the following:
- the first designated area corresponds to a request indicator
- the request indicator is used to determine the requested allocation type of the item corresponding to the item grid.
- the fourth operation includes one of the following:
- the second designated area corresponds to a gift indication mark
- the gift indication mark is used to determine the gift allocation type of the item corresponding to the item grid.
- the item grid includes an item identifier of the corresponding item; wherein, the first type of item grid includes a first type of item ID of the corresponding item; the first type of item grid includes An item identifier comprising a second type of the corresponding item; wherein the second type is different from the first type.
- the items at least include: weapons, props and medicines; wherein the props include a first prop matched with the weapon and an independent second prop.
- At least part of the game scene of the game is displayed on the first graphical user interface; at least one item corresponding to the first game character is displayed on the first graphical user interface grid, including:
- the item grid corresponding to the first game character is displayed on the display interface; wherein, the first specified area and the second specified area are areas in the display interface.
- the display interface includes: a first area, a second area, and a designated area;
- the second area is used for the item grid corresponding to the independent second prop and the medicine;
- the designated area is used to determine the deployment type of the item grid;
- the second area is set adjacent to the first area, and the specified area is set adjacent to the second area; the specified area includes a first indication area and a second indication area.
- the method also includes:
- the first response information of the second game client to the first item allocation information is received, display the first response information in the first GUI, and display the first response information in the first GUI
- the second position of the second game character corresponding to the second game client is displayed on the small map;
- the first item deployment information is at least one of the following sent by the first game client to the second game client: the first Request information for first-class items, request information for second-class items, and gift information for second-class items.
- the displaying the second position of the second game character corresponding to the second game client on the mini-map of the first graphical user interface includes:
- the displaying the second position of the second game character corresponding to the second game client on the mini-map of the first graphical user interface includes:
- the method further includes:
- the method further includes:
- the method also includes:
- the second item deployment information includes at least one of the following: first-type item request information, second-type item request information , The second category of item gift information;
- the method further includes:
- a first response control for the configuration information of the second item is provided on the first graphical user interface; wherein the sixth operation is a touch operation for the first response control.
- the displaying the third position of the second game character corresponding to the second game client on the mini-map of the first graphical user interface includes:
- the embodiment of the present disclosure further provides a method for processing information in a game, where the game includes a plurality of game characters, and the plurality of game characters include a first game character and a player in a relationship with the first game character
- a second game role of the same group provides a second graphical user interface through a second game client corresponding to the second game role, and the method includes:
- the first item allocation information After receiving the first item allocation information sent by the first game client corresponding to the first game character, display the first item allocation information on the second graphical user interface, and display the first item allocation information on the second graphical user interface
- the first position of the first game character is displayed on the small map of the interface; wherein, the first item allocation information includes: first-type item request information, second-type item request information, and second-type item gift information;
- the displaying the first position of the first game character in the mini-map of the second GUI includes:
- the method further includes:
- a second response control for the configuration information of the first item is provided on the second graphical user interface; wherein the response operation is a touch operation for the second response control.
- an embodiment of the present disclosure further provides an in-game information processing device, the game includes a plurality of game characters, and the plurality of game characters include a first game character and an The second game role of the group; the first graphical user interface is provided by the first game client corresponding to the first game role, and the device includes:
- the first display module is configured to respond to the first operation on the item control, display at least one item grid corresponding to the first game character on the first graphical user interface, and the at least one item grid includes a first type of item grid and a second type of item grid; wherein, the first type of item grid represents an item that the first game character does not possess, and the second type of item grid represents an item that the first game character already possesses;
- a generating module configured to generate first-type item request information corresponding to the first-type item grid in response to the second operation on the first-type item grid;
- the first sending module is configured to send the request information of the first type of item to the second game client corresponding to the second game character.
- an embodiment of the present disclosure further provides an in-game information processing device, wherein the game includes a plurality of game characters, and the plurality of game characters include a first game character and are in a relationship with the first game character.
- the second game role of the same group provides a second graphical user interface through the second game client corresponding to the second game role, and the device includes:
- the display module is configured to, after receiving the item allocation information sent by the first game client corresponding to the first game character, display the item allocation information on the second graphical user interface, and display the item allocation information on the second graphical user interface.
- the first position of the first game character is displayed on the small map of the user interface; wherein, the first item allocation information includes: first-type item request information, second-type item request information, and second-type item gift information ;
- a sending module configured to respond to a response operation on the item allocation information, and send first response information on the item allocation information to the first game client; wherein, the first game client receives the After the first response information is displayed, the first response information is displayed in the first graphical user interface, and the second game corresponding to the second game client is displayed in the small map of the first graphical user interface. The second position of the character.
- an embodiment of the present disclosure further provides an electronic device, including: a processor, a storage medium, and a bus, the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running,
- the processor communicates with the storage medium through a bus, and the processor executes the machine-readable instructions to perform the steps of the in-game information processing method described in any one of the first aspect and the second aspect .
- the embodiments of the present disclosure also provide a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, such as the first aspect and the second aspect The steps of any one of the in-game information processing methods.
- An in-game information processing method, device, electronic device, and storage medium displayed at least one item grid corresponding to a first game character on a first graphical user interface in response to a first operation on an item control, At least one item grid includes a first type of item grid and a second type of item grid; wherein, the first type of item grid represents items that the first game character does not own, and the second type of item grid represents items that the first game character already possesses; Afterwards, in response to the second operation on the first type of item grid, the first type of item request information corresponding to the first type of item grid is generated, and the first type of item request information is sent to the second game character corresponding to the second game character. client.
- the convenience and accuracy of the allocation of materials that are not owned by teammates under the non-voice function is improved, the communication efficiency between teammates under the non-voice function is improved, the complexity of the player's operation is reduced, and the teamwork is improved. gaming experience.
- Fig. 1a shows a flow chart of an in-game information processing method provided by an embodiment of the present disclosure
- Fig. 1b shows a schematic diagram of displaying an item grid corresponding to the first game character in the first graphical user interface provided by an embodiment of the present disclosure
- Fig. 1c shows the second graphical user interface provided by the second game client to display the first item allocation information provided by the embodiment of the present disclosure, and display the first item allocation information of the first game character in the small map of the second graphical user interface. a schematic diagram of the location;
- FIG. 2 shows a flow chart of another method for processing information in a game provided by an embodiment of the present disclosure
- FIG. 3 shows a flow chart of another method for processing information in a game provided by an embodiment of the present disclosure
- FIG. 4 shows a flow chart of another method for processing information in a game provided by an embodiment of the present disclosure
- Fig. 5 shows a schematic structural diagram of an in-game information processing device provided by an embodiment of the present disclosure
- FIG. 6 shows a schematic structural diagram of another in-game information processing device provided by an embodiment of the present disclosure
- Fig. 7 shows a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
- the shortcuts for allocating non-voice items in the team are applicable to existing items, and can only quickly notify teammates for existing items.
- teammates can only be notified by inputting text.
- the communication not being convenient enough, the information conveyed not accurate enough, and the fast communication for ground objects.
- the players in the same team are not familiar with friends or it is inconvenient to turn on the voice in the black, it is difficult to allocate materials in the group, and the communication efficiency is low, which greatly affects the game experience of teamwork.
- the first embodiment of the present disclosure provides an in-game information processing method, device, electronic device, and storage medium.
- Players can notify teammates of the first position of the first game character and the waiting list through the allocation operation of the item grid.
- the allocation type of allocated items and the item allocation information of the item identification have improved the convenience and accuracy of the allocation of materials that do not have between teammates under the non-voice function, improved the communication efficiency between teammates under the non-voice function, and reduced the The complexity of the player's operation improves the game experience of teamwork.
- the game includes a plurality of game characters, and the plurality of game characters include a first game character and a A second game role in the same group; providing a first graphical user interface through a first game client corresponding to the first game role, the method comprising:
- An in-game information processing method provided by an embodiment of the present disclosure improves the convenience and accuracy of unowned material allocation between teammates under non-voice functions, improves the communication efficiency between teammates under non-voice functions, and reduces It reduces the complexity of player operations and improves the game experience of teamwork.
- the above-mentioned in-game information processing method can be applied to the first game client, and can also be applied to the server.
- the following uses the above-mentioned in-game information processing method applied to the first game client as an example to describe the above-mentioned exemplary embodiments of the present disclosure. The steps are explained separately.
- the game client is pre-installed in the terminal device, and the first game client is installed in the first terminal device; wherein, the first game client provides a first graphical user interface, that is, the first game client
- the terminal provides a first graphical user interface through a first terminal device; wherein, the game includes a plurality of game characters, and the plurality of game characters include a first game character and a second game character in the same group as the first game character.
- Game role; the first game role is a game role controlled by a player, and the second game role is a teammate role of the first game role.
- the above-mentioned first graphical user interface displays the game scene of the game. Under the third-person perspective, the game The scene includes at least the first game character.
- the above-mentioned first game character needs items (that is, materials) to play the game.
- the player controls the first game character to pick up items in the game scene, and the above-mentioned items can be placed on the first game character (for example, when the first game character When the game character has a backpack, it is placed in the backpack of the first game character), correspondingly, as shown in Figure 1b, an item control 11 (that is, a backpack control) is provided on the first graphical user interface 10, and the player The item control 11 performs a first operation (for example, it may be a touch and click operation), and a display interface 12 is provided on the first graphical user interface 10.
- the display interface 12 covers part of the game scene in the first graphical user interface 10.
- At least one item grid 13 corresponding to the first game character is displayed on the interface 12, and each item grid 13 corresponds to an item; here, the above-mentioned at least one item grid includes a first type item grid and a second type item grid; wherein, the first The item in the class item grid is an item that the first game character 20 does not own (such as, included in the game scene, the item that the first game character does not pick up), and the item in the second type item grid is the first game character 20. Owned items (eg, items that the first game character has picked up).
- the item grid 13 includes the item identification of the corresponding item; wherein, when the item corresponding to the item grid 13 is an item that the first game character 20 does not own, the item grid 13 (that is, the first type of item grid) A first type of item identification corresponding to the item is included; wherein, the first type of item identification is the name of the item or the silhouette of the item.
- the item grid 13 (that is, the second type of item grid) includes the item identification of the second type of the corresponding item, and the second type is the same as the first type.
- the item identification of the second type includes at least the general icon of the item, and may also include the name and quantity of the item.
- the aforementioned items include at least: weapons, props and medicines; the aforementioned props include: a first prop matched with the weapon and an independent second prop.
- the above-mentioned weapons may be firearms, such as sniper rifles, submachine guns, shotguns, pistols, etc.; they may also be non-firearms, such as pans; the first prop among the above-mentioned props is, for example, Matching gun stocks, clips, silencers, etc.; wherein, the first props matched with different types of firearms can be the same (for example, completely the same or partially the same), and can also be different (for example, completely different or partially different).
- the independent second props in the above-mentioned props can be: magnification mirrors of various magnifications (for example, 2x mirrors, 4x mirrors), various types of bullets (such as 5.56 bullets, 7.62 bullets), magazine clips; the above-mentioned medicines
- magnification mirrors of various magnifications for example, 2x mirrors, 4x mirrors
- bullets such as 5.56 bullets, 7.62 bullets
- magazine clips such as 5.56 bullets, 7.62 bullets
- the backpack item bar and the equipment item bar are displayed on the graphical user interface, wherein the backpack item bar contains medicines and second props, and may also include part of the first items.
- the above-mentioned second operation includes one of the following 1, 2:
- the drag operation of dragging the first type of item grid to the first designated area indicates the first designated area of the logo, so that the deployment operation can be triggered after dragging the first type of item grid to the first designated area and letting go; or after dragging the first type of item grid to the first designated area , which triggers the provisioning operation.
- the specific operation of the first type of item grid (for example, it can be a long press operation or a heavy press operation) and after the specific operation, the specific operation continuous with the specific operation for the first specified area
- the click operation here, the time interval between the above-mentioned specific operation and the above-mentioned click operation is less than a preset threshold and no other operations are involved in the middle.
- the allocation type is determined according to the identification type of the specified area.
- the specific operation is different from the first operation, and the specific operation may be a long press operation or a heavy press operation; the above-mentioned click operation may be a touch click operation.
- the player triggers the selection of the first type of item grid through a long press operation, and after selecting the first type of item grid, triggers a touch and click on the first designated area again, that is, triggers the deployment operation.
- the player can select a plurality of first-type item grids (that is, a plurality of first-type items) through the third operation for sharing.
- the first designated area corresponds to a request indicator
- the request indicator is used to determine the requested allocation type of the item corresponding to the item grid.
- the allocation type of the item corresponding to the item grid is determined according to the indication mark of the designated area.
- the indication mark of the first designated area is "I need”, and it is determined that the first indication area corresponds to the "request allocation type", and the second designated area
- the indication mark of the area is "who needs it", and it is determined that the second indication area corresponds to the "type of free deployment".
- the first type of item request information can be: location identification (corresponding to the location identification also displayed on the small map) XX (the identification of the first game character, such as a small raindrop) needs (not Owned) 5.56 bullets.
- the first game client After the first game client generates the first-type item request information, it sends the first-type item request information to the second game client corresponding to the second game character.
- the second game character is a teammate character of the first game character.
- the second game client displays the first type of item on the second graphical user interface provided by the second terminal device Request information (wherein, the following first item allocation information includes the first type item request information), and display the first position of the first game character in the small map of the second graphical user interface; wherein, the first type
- the item request information includes: the first position of the first game character and the requested allocation type and item identification of the item to be allocated (here, the specific content of the first type item request information is the same as that of the first type item request information in S102 ).
- the second game client displays the first location identifier at the first location where the first game character is located in the mini-map of the second GUI, and displays the first location identifier in a first specific manner.
- the first specific manner may be to display the first location identifier in a first blinking manner.
- the first way of flickering such as multi-layer water ripples flickering.
- different game characters in the team correspond to different position identifiers. For example, a first game character corresponds to a first location mark (for example, a yellow mark), a second game character corresponds to a second position mark (for example, a blue mark), and another second game character corresponds to a second position mark (for example, a blue mark). green mark), etc.
- the method further includes:
- the third operation includes one of the following 1, 2, and 3:
- the first specified area is the same as the above-mentioned first specified area, that is, it has a request indication logo, for example, I need it); for the The specific operation of the second type of item grid (for example, it can be a long press operation or a heavy press operation) and after the specific operation, the click operation for the first specified area that is continuous with the specific operation ;
- the time interval between the above-mentioned specific operation and the above-mentioned click operation is less than a preset threshold and no other operations are involved in the middle.
- the first designated area corresponds to a request indicator, and the request indicator is used to determine the requested allocation type of the item corresponding to the item grid.
- the second type of item request information can be: location identification (corresponding to the location identification also displayed on the small map) XX (the identification of the first game character, such as a small raindrop) needs to have The 5.56 bullet.
- the method further includes:
- the above-mentioned fourth operation includes one of the following:
- the specific operation for the second type of item grid (the same as the above specific operation, for example, it can be a long press operation or a heavy pressure operation) and after the specific operation, the continuous operation of the specific operation .
- a click operation on the second designated area here, the time interval between the above-mentioned specific operation and the above-mentioned click operation is less than a preset threshold and no other operations are involved in the middle.
- the second designated area corresponds to a gift indication mark, and the gift indication mark is used to determine the gift allocation type of the item corresponding to the item grid.
- the second type of item gift information can be: location identification (corresponding to the location identification also displayed on the mini-map) XX (the identification of the first game character, such as a small raindrop)
- the response to the second operation on the first type of item grid generates the first type of item request information corresponding to the first type of item grid ,include:
- a display interface 12 (that is, a display window) is provided in the first graphical user interface 10, and the item grid 13 corresponding to the first game character 20 is displayed on the display interface 12.
- the specified area (comprising the above-mentioned first specified area and the second specified area) is the area in the above-mentioned display interface;
- the first specified area corresponds to a request indicator (as shown in Figure 1b, the request indicator is "I need” );
- the second designated area corresponds to a gift instruction logo (as shown in Figure 1b, the gift instruction logo is "who needs it").
- the above-mentioned display interface 12 includes: a first area 14, a second area 15, and a designated area 16; Item grid; the second area 15 (corresponding to the above-mentioned backpack item column) is used for the item grids corresponding to the independent second props and medicines respectively; the designated area 16 is used to determine the allocation type of the item to be allocated; the second area 15 and the first area 14 is set adjacently, and the designated area 16 is set adjacently to the second area.
- the player can determine the target item grid (specifically, the target first-type item grid) and the requested allocation type corresponding to the target item grid from the above items, and then deploy according to the request type, generating the first type of item request information of the first game character; specifically, according to the request allocation type, the first position of the first game character, and the item identification of the item corresponding to the target item grid, generate The first type of item request information of the first game character.
- the target item grid specifically, the target first-type item grid
- the requested allocation type corresponding to the target item grid from the above items, and then deploy according to the request type, generating the first type of item request information of the first game character; specifically, according to the request allocation type, the first position of the first game character, and the item identification of the item corresponding to the target item grid, generate The first type of item request information of the first game character.
- the first type of item request information is, for example, pumpkin No. 1 (corresponding to the first identifier of the first game character) needs (corresponding to the type of deployment requested) Magnum bullets (corresponding to the item identifier), and pumpkin No. 1 corresponds to a location Logo (the location logo corresponds to a specific location on the mini-map).
- the above-mentioned third operation is also similar, and the items requested in the corresponding second-type item request information are different from the first-type item request information.
- the above-mentioned fourth operation is also similar, and the corresponding second-type item gift information is different from the second-type item request information and the first-type item request information.
- the gift information of the second type of item is that pumpkin No. 1 (the first identifier of the first game character) has enough painkillers (corresponding to the item identifier), and teammates who need it come to get it, and pumpkin No. 1 corresponds to a location identifier (the location identifier corresponds to a specific location on the minimap).
- the method further includes: canceling the The item grid corresponding to the first game character displayed in .
- canceling the display of the item grid displayed in the first GUI means canceling the display interface provided in the first GUI, so as to close the display of the item grid corresponding to the first game character.
- the in-game information processing method includes:
- the first response information of the second game client to the first item allocation information is received, display the first response information in the first GUI, and display the first response information in the first GUI
- the second position of the second game character corresponding to the second game client is displayed on the small map;
- the first item deployment information is at least one of the following sent by the first game client to the second game client: the first Request information for first-class items, request information for second-class items, and gift information for second-class items.
- the second game client responds to the response operation and sends the first
- the first game client corresponding to the game role sends first response information for the first item allocation information; after receiving the first response information, the first game client displays the first response information in the first graphical user interface, And display the second position of the second game character corresponding to the second game client on the mini-map of the first GUI.
- the first game client displays the second location identifier at the second location of the second game character in the first GUI mini-map, and displays the second location identifier in a second specific manner.
- the second specific manner may be to display the second location identifier in a second blinking manner.
- the second way of flickering is, for example, multi-layer curve ripple flickering.
- the blinking ripples and/or blinking colors of the second specific manner are different from those of the first specific manner.
- the first response information is for the first type of item request information or the second type of item request information
- the first response information includes the target for responding to the first type of item request information or the second type of item request information item, an indicator for identifying the target item is displayed at the location of the target item on the mini-map.
- the target item can be identified separately in the mini-map, or can be directly indicated by the second position mark of the second position of the second game character in the mini-map.
- the target item if the target item is not on the second game character (such as being thrown on the ground), it is necessary to indicate the target item through a separate indicator mark.
- the information of the second game character corresponding to the second game client is displayed on the small map of the first graphical user interface.
- Secondary positions including:
- multiple second game characters may give feedback, for example, a team of four, the first item allocation information says that the first game character 5.56 bullets are required, and the other three second game characters have all fed back the first response information to the first game client.
- the above-mentioned multiple second game characters are displayed on the first graphical user interface corresponding to the first game client.
- the player selects the target game character from the multiple second positions through the fifth operation (for example, a touch and click operation) triggered on the multiple second positions, and selects the target game character on the small screen of the first graphical user interface.
- the second position of the target second game character is displayed on the map. In this way, it can ensure that the second position of the target second game character selected by the player is displayed on the mini-map, which is convenient for the player to allocate materials.
- the The method also includes:
- the second game client after the second game client generates the second item deployment information of the second game character, it also sends the second item deployment information to the first game client corresponding to the first game character and other second game clients.
- Client (actually, the second item allocation information is sent to the first game client and other second game clients through the server, and at the same time, it will also be sent to the second game client that generates the second item allocation information) , as shown in Figure 3, the method also includes:
- the second item deployment information includes at least one of the following: first-type item request information, second-type item Request information, gift information for the second category of items.
- the first game client displays the first item allocation information 17 in the first graphical user interface 10, and displays the first item allocation information 17 on the small map of the first graphical user interface 10
- the third position of the second game character is displayed in ; wherein, the second item allocation information includes: the third position of the second game character and the allocation type and item identification of the item to be allocated (here, the second item allocation information specifically The content is similar to the content of the first item deployment information in S102).
- the first game client displays the third location identifier at the third location where the first game character is located in the minimap of the first GUI 10 , and displays the third location identifier in a third specific manner.
- the third specific manner may be to display the first location identifier in a third blinking manner.
- the third blinking manner is different from the ripple shape or color of the first blinking and/or the second blinking.
- the second item deployment information is the second-type item presentation information
- an indicator for identifying the target item is displayed at the position of the target item included in the second-type item presentation information on the mini-map.
- the target item can be identified separately in the mini-map, or can be directly indicated by the second position mark of the second position of the second game character in the mini-map.
- the target item if the target item is not on the second game character (such as being thrown on the ground), it is necessary to indicate the target item through a separate indicator mark.
- a first response control for the second item allocation information is provided on the first graphical user interface; the sixth operation above is for the second item allocation information One responds to the operation of the control, for example, it can be a touch and click operation.
- the first game client After the player triggers the touch operation on the first response control, the first game client sends the second response information to the second game client corresponding to the second game role (here, the first game client can send the second response information to the second game client through the server.
- the second game client corresponding to the second game character sends the second response information).
- a list is provided in the first graphical user interface, and a preset number of item allocation information can be displayed in the list, for example, 5.
- a preset number of item allocation information can be displayed in the list, for example, 5.
- the player triggers the backpack control, and displays the item grid corresponding to the first game character on the first graphical user interface.
- Each item grid corresponds to an item, and the item grid includes a first type item grid and a second type item grid; the first type item grid Represents items that the first game character does not own, and the second type of item grid represents items that the first game character already possesses.
- the player clicks on the first type of item grid to generate the first type of item request information corresponding to the first type of item grid, and send it to the teammate's second game client and the player's first game client.
- Client the player double-clicks the second-type item grid, or clicks the second-type item grid and then clicks the "small horn" button to generate a second-type item request message corresponding to the second-type item grid and send it to teammates a second game client and the player's first game client;
- each item grid (that is, the grid) in the backpack can be dragged, and when the item grid is moved to the designated area of "I need” or "Who needs it", it will trigger the supply of the whole team. Allocation reminder. Specifically, when the first type of item grid is moved to the first designated area of "I need”, the first type of item request information is generated; when the second type of item grid is moved to the first designated area of "I need", a request message is generated The second type of item request information; when the first type of item grid is moved to the second designated area of "who needs it", the first type of item gift information is generated; when the second type of item grid is moved to the second designated area of "who needs it", 2. When specifying an area, generate the gift information of the second type of item.
- the player can clearly know the supplies he lacks and the supplies he has enough to share when checking the backpack.
- the content of the request information corresponding to the second type of item grid is richer than the request information corresponding to the first type of item grid, because the player does not own the item corresponding to the first type of item grid, so the generated information is who (corresponding A location mark) requires non-pistol type firearms or requires pistols, but it is impossible to limit whether "non-pistol type firearms" requires a submachine gun or a rifle, nor can it limit the type of rifle.
- the bullet can be determined. For example, if it is determined that it is a rifle 416, then the information that requires 5.56 bullets can be directly sent.
- the player can notify teammates of the item allocation information including the first position of the first game character, the allocation type and the item identification of the item to be allocated through the allocation operation of the item grid, Improves the convenience and accuracy of the allocation of materials that are not owned or owned by teammates under the non-voice function, improves the communication efficiency between teammates under the non-voice function, reduces the complexity of player operations, and improves teamwork gaming experience.
- the game includes a plurality of game characters, and the plurality of game characters include the first game character and the second game character.
- a game role is a second game role in the same group, and a second game client corresponding to the second game role provides a second graphical user interface, the method comprising:
- the first item allocation information After receiving the first item allocation information sent by the first game client corresponding to the first game character, display the first item allocation information on the second graphical user interface, and display the first item allocation information on the second graphical user interface.
- the first position of the first game character is displayed in the small map of the graphical user interface; wherein, the first item allocation information includes: first type item request information, second type item request information, second type item gift information information.
- An in-game information processing method provided by an embodiment of the present disclosure improves the convenience and accuracy of allocating owned and/or unowned materials between teammates under the non-voice function, and improves the Excellent communication efficiency, reducing the complexity of player operations, and improving the game experience of teamwork.
- the first item allocation information After receiving the first item allocation information sent by the first game client corresponding to the first game character, display the first item allocation information on the second graphical user interface, and display the first item allocation information on the second graphical user interface.
- the first position of the first game character is displayed on the small map of the user interface; wherein, the first item allocation information includes: first-type item request information, second-type item request information, and second-type item gift information .
- the second graphical user interface provided by the second terminal device 30 displays the first item allocation information 31, and displays the first position of the first game character in the mini-map 32 of the second graphical user interface 30; wherein, the first item allocation information includes: the first type of item request information, second-class item request information, and second-class item gift information.
- the second game client displays the first location identifier 33 at the first position where the first game character is located in the mini-map 32 of the second graphical user interface 30, and displays the first location identifier 33 in a first specific manner .
- the first specific manner may be to display the first location identifier in a first blinking manner.
- the first way of flickering such as multi-layer water ripples flickering.
- different game characters in the team correspond to different position identifiers. For example, a first game character corresponds to a first location mark (for example, a yellow mark), a second game character corresponds to a second position mark (for example, a blue mark), and another second game character corresponds to a second position mark (for example, a blue mark). green mark), etc.
- a second response control 34 for the first item allocation information is provided on the second graphical user interface 30;
- the second response control 34 is located at the end of the first item deployment information; wherein, the above-mentioned response operation is a touch operation on the second response control 34 .
- the second game client After the player triggers the touch operation on the second response control, the second game client sends the first response information to the first game client corresponding to the first game character (here, the second game client can send the first response information to the first game client through the server.
- a first game client corresponding to a game role sends first response information).
- the third embodiment of the present disclosure also provides an in-game information processing device corresponding to the in-game information processing method in the first embodiment, because the problem-solving principle of the device in the third embodiment of the present disclosure is the same as this Disclosed Embodiments
- the in-game information processing method in the above-mentioned first embodiment is similar, so the implementation of the device can refer to the implementation of the method, and the repetition will not be repeated.
- the game includes a plurality of game characters, and the plurality of game characters include a first game character and a game character related to the first game character.
- the second game role in the same group; the first game client corresponding to the first game role provides a first graphical user interface, and the device includes:
- the first display module 501 is configured to display at least one item grid corresponding to the first game character on the first graphical user interface in response to the first operation on the item control, and the at least one item grid includes the first type An item grid and a second type of item grid; wherein, the first type of item grid represents items that the first game character does not possess, and the second type of item grid represents items that the first game character already possesses;
- the first generation module 502 is configured to generate first-type item request information corresponding to the first-type item grid in response to the second operation on the first-type item grid;
- the first sending module 503 is configured to send the request information of the first type of item to the second game client corresponding to the second game role.
- the device also includes:
- a second generating module configured to generate second-type item request information corresponding to the second-type item grid in response to a third operation on the second-type item grid;
- the second sending module is configured to send the request information of the second type of item to the second game client corresponding to the second game role.
- the device also includes:
- a third generating module configured to generate second-type item presentation information corresponding to the second-type item grid in response to the fourth operation on the second-type item grid;
- the third sending module is configured to send the gift information of the second type of item to the second game client corresponding to the second game role.
- the first generating module 502 in response to the second operation on the first-type item grid, generates the first-type item request information corresponding to the first-type item grid, including:
- the first generating module 502 generates the first type of item request information of the first game character according to the requested deployment type, including:
- the first type of item request information of the first game character is generated according to the requested deployment type, the first position of the first game character, and the item identification of the item corresponding to the target item grid.
- the second operation includes one of the following:
- the first designated area corresponds to a request indicator
- the request indicator is used to determine the requested allocation type of the item corresponding to the item grid.
- the third operation includes one of the following:
- the first designated area corresponds to a request indicator
- the request indicator is used to determine the requested allocation type of the item corresponding to the item grid.
- the fourth operation includes one of the following:
- the second designated area corresponds to a gift indication mark
- the gift indication mark is used to determine the gift allocation type of the item corresponding to the item grid.
- the item grid includes an item identifier of the corresponding item; wherein, the first type of item grid includes a first type of item ID of the corresponding item; the first type of item grid includes An item identifier comprising a second type of the corresponding item; wherein the second type is different from the first type.
- the items at least include: weapons, props and medicines; wherein the props include a first prop matched with the weapon and an independent second prop.
- the first graphical user interface displays at least part of the game scene of the game; the first display module 501 is configured to display on the first graphical user interface the corresponding At least one of the attributes, including:
- the item grid corresponding to the first game character is displayed on the display interface; wherein, the first specified area and the second specified area are areas in the display interface.
- the display interface includes: a first area, a second area, and a designated area;
- the second area is used for the item grid corresponding to the independent second prop and the medicine;
- the designated area is used to determine the deployment type of the item grid;
- the second area is set adjacent to the first area, and the specified area is set adjacent to the second area; the specified area includes a first indication area and a second indication area.
- the device also includes:
- the second display module is configured to display the first response information in the first graphical user interface if receiving the first response information from the second game client to the first item allocation information, and display the first response information in the first graphical user interface, and The second position of the second game role corresponding to the second game client is displayed in the small map of the first graphical user interface; the first item deployment information is sent by the first game client to the second game client At least one of the following: first-type item request information, second-type item request information, and second-type item gift information.
- the second display module displaying the second position of the second game character corresponding to the second game client on the small map of the first graphical user interface, includes:
- the second display module displaying the second position of the second game character corresponding to the second game client on the small map of the first graphical user interface, includes:
- the device also includes:
- the first cancellation module is configured to display the second position of the second game character corresponding to the second game client on the mini-map of the first graphical user interface, if the first response information and the second position If the display duration meets the preset threshold, cancel the display of the first response information in the first graphical user interface, and cancel the display of the second game client in the small map of the first graphical user interface The second position of the second game character corresponding to the terminal.
- the device also includes:
- the second cancellation module is configured to cancel the first item displayed in the first graphical user interface after sending the first type item request information to the second game client corresponding to the second game character. At least one character corresponding to the game character.
- the device also includes:
- the third display module is configured to respond to the second item allocation information sent by the second game client corresponding to the second game character, display the second item allocation information on the first graphical user interface, and display the second item allocation information on the first graphical user interface.
- the third position of the second game character corresponding to the second game client is displayed on the small map of the first graphical user interface; wherein, the second item allocation information includes at least one of the following: first type item request information , Request information for the second category of items, and gift information for the second category of items;
- the fourth sending module is configured to send second response information to a second game client corresponding to the second game character in response to the sixth operation on the second item allocation information.
- the device also includes:
- a fourth display module configured to provide a first response control for the second item allocation information on the first graphical user interface while displaying the second item allocation information on the first graphical user interface ;
- the sixth operation is a touch operation on the first response control.
- the third display module displaying the third position of the second game character corresponding to the second game client on the mini-map of the first graphical user interface includes:
- the device also includes:
- the third cancellation module is configured to display the second item allocation information in the first graphical user interface, and display the second item corresponding to the second game client in the minimap of the first graphical user interface. After the third position of the game character, if the sixth operation for the second item allocation information is not received within a preset time period, the display of the second item allocation information and the second position is cancelled.
- An in-game information processing device provided by an embodiment of the present disclosure improves the convenience and accuracy of allocating owned and/or unowned materials between teammates under non-voice functions, and improves the communication between teammates under non-voice functions. Inter-communication efficiency reduces the complexity of player operations and improves the game experience of teamwork.
- the fourth embodiment of the present disclosure also provides an in-game information processing device corresponding to the in-game information processing method in the second embodiment. Since the problem-solving principle of the device in the fourth embodiment of the present disclosure is the same as that of this Disclosure of the Second Embodiment The information processing method in the game above is similar, so the implementation of the device can refer to the implementation of the method, and the repetition will not be repeated.
- the game includes a plurality of game characters, and the plurality of game characters include a first game character and the first game character.
- a second game role whose role is in the same group provides a second graphical user interface through a second game client corresponding to the second game role, and the device includes:
- the first display module 601 is configured to display the first item allocation information on the second graphical user interface after receiving the first item allocation information sent by the first game client corresponding to the first game character, And display the first position of the first game character in the small map of the second graphical user interface; wherein, the first item allocation information includes: the first type of item request information, the second type of item request information , The second category of item gift information;
- the first sending module 602 is configured to respond to a response operation on the first item allocation information, and send first response information on the first item allocation information to the first game client; wherein, the first After receiving the first response information, the game client displays the first response information in the first graphical user interface, and displays the second game in the small map of the first graphical user interface. The second position of the second game character corresponding to the client.
- the first display module 601 displays the first position of the first game character in the mini-map of the second graphical user interface, including:
- the device also includes:
- a second display module configured to provide a second response control for the first item allocation information on the second graphical user interface while the second graphical user interface displays the first item allocation information;
- the response operation is a touch operation on the second response control.
- An in-game information processing device provided by an embodiment of the present disclosure improves the convenience and accuracy of allocating owned and/or unowned materials between teammates under non-voice functions, and improves the communication between teammates under non-voice functions. Inter-communication efficiency reduces the complexity of player operations and improves the game experience of teamwork.
- an electronic device 700 provided by the fifth embodiment of the present disclosure includes: a processor 701, a memory 702 and a bus, the memory 702 stores machine-readable instructions executable by the processor 701, When the electronic device is running, the processor 701 communicates with the memory 702 through the bus, and the processor 701 executes the machine-readable instructions to execute the game as in the first embodiment and the second embodiment above.
- the above-mentioned memory 702 and processor 701 can be general-purpose memory and processor, which are not specifically limited here.
- the processor 701 runs the computer program stored in the memory 702, it can execute the in-game information processing of the above-mentioned first embodiment.
- the following steps of the method in response to the first operation on the item control, at least one item grid corresponding to the first game character is displayed on the first graphical user interface, and the at least one item grid includes a first type of item grid and a second type of item grid; wherein, the first type of item grid represents the item that the first game character does not have, and the second type of item grid represents the item that the first game character already possesses; in response to the second operation for the first type of item grid, generate and first The first-type item request information corresponding to the item-like grid; sending the first-type item request information to the second game client corresponding to the second game character.
- the processor 701 runs the computer program stored in the memory 702, it can execute the following steps of the in-game information processing method of the second embodiment above: after receiving the first item sent by the first game client corresponding to the first game character After deploying the information, the first item deployment information is displayed on the second graphical user interface, and the first position of the first game character is displayed in the small map of the second graphical user interface; wherein, the first item deployment information includes: the first Item request information, item request information of the second type, and item gift information of the second type; in response to the response operation for the first item allocation information, send the first response information for the first item allocation information to the first game client; wherein , after the first game client receives the first response information, it displays the first response information in the first graphical user interface, and displays the second game corresponding to the second game client in the small map of the first graphical user interface. The second position of the character.
- the sixth embodiment of the present disclosure further provides 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 above-mentioned
- the following steps of the in-game information processing method of the first embodiment in response to the first operation on the item control, at least one item grid corresponding to the first game character is displayed on the first graphical user interface, and the at least one item grid includes the first A first type of item grid and a second type of item grid; wherein, the first type of item grid represents items that the first game character does not own, and the second type of item grid represents items that the first game character already has; the response is directed to the first type of item grid
- the second operation is to generate first-type item request information corresponding to the first-type item grid; and send the first-type item request information to the second game client corresponding to the second game character.
- the following steps of the in-game information processing method of the above-mentioned second embodiment are executed: after receiving the first item deployment information sent by the first game client corresponding to the first game character, at the The second graphical user interface displays the first item allocation information, and displays the first position of the first game character in the small map of the second graphical user interface; wherein, the first item allocation information includes: the first type of item request information, the second The second type of item request information, the second type of item gift information; in response to the response operation for the first item allocation information, send the first response information for the first item allocation information to the first game client; wherein, the first game client After receiving the first response information, display the first response information on the first GUI, and display the second position of the second game character corresponding to the second game client on the minimap of the first GUI.
- the specific working process of the above-described system and device can refer to the corresponding process in the method embodiment, which will not be repeated in the present disclosure.
- the disclosed systems, devices and methods may be implemented in other ways.
- the device embodiments described above are only illustrative.
- the division of the modules is only a logical function division.
- multiple modules or components can be combined or May be integrated into another system, or some features may be ignored, or not implemented.
- the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of devices or modules may be in electrical, mechanical or other forms.
- modules described as separate components may or may not be physically separated, and the components shown as modules may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
- each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
- the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor.
- the technical solution of the present disclosure is essentially or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including Several instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present disclosure.
- the aforementioned storage medium includes: various media capable of storing program codes such as U disk, mobile hard disk, ROM, RAM, magnetic disk or optical disk.
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Abstract
Description
Claims (27)
- 一种游戏中信息处理方法,其中,所述游戏中包括多个游戏角色,所述多个游戏角色包括第一游戏角色和与所述第一游戏角色处于同一群组的第二游戏角色;通过所述第一游戏角色对应的第一游戏客户端提供第一图形用户界面,所述方法包括:响应针对物品控件的第一操作,在所述第一图形用户界面显示所述第一游戏角色对应的至少一物品格,所述至少一物品格中包括第一类物品格和第二类物品格;其中,所述第一类物品格表示所述第一游戏角色未拥有的物品,所述第二类物品格表示所述第一游戏角色已拥有的物品;响应针对所述第一类物品格的第二操作,生成与所述第一类物品格相对应的第一类物品请求信息;将所述第一类物品请求信息发送给所述第二游戏角色对应的第二游戏客户端。
- 根据权利要求1所述的游戏中信息处理方法,其中,所述方法还包括:响应针对所述第二类物品格的第三操作,生成与所述第二类物品格相对应的第二类物品请求信息;将所述第二类物品请求信息发送给所述第二游戏角色对应的第二游戏客户端。
- 根据权利要求1所述的游戏中信息处理方法,其中,所述方法还包括:响应针对所述第二类物品格的第四操作,生成与所述第二类物品格相对应的第二类物品赠送信息;将所述第二类物品赠送信息发送给所述第二游戏角色对应的第二游戏客户端。
- 根据权利要求1所述的游戏中信息处理方法,其中,所述响应针对所述第一类物品格的第二操作,生成与所述第一类物品格相对应的第一类物品请求信息,包括:响应针对所述第一类物品格的第二操作,确定所述第二操作对应的目标物品格以及所述目标物品格的请求调配类型,根据所述请求调配类型,生成所述第一游戏角色的第一类物品请求信息。
- 根据权利要求4所述的游戏中信息处理方法,其中,所述根据所述请求调配类型,生成所述第一游戏角色的第一类物品请求信息,包括:根据所述请求调配类型、所述第一游戏角色的第一位置以及所述目标物品格对应物品的物品标识,生成所述第一游戏角色的第一类物品请求信息。
- 根据权利要求1所述的游戏中信息处理方法,其中,所述第二操作包括以下之一:针对所述第一类物品格的点击操作;将所述第一类物品格拖拽到第一指定区域的拖拽操作;针对所述第一类物品格的特定操作以及在所述特定操作之后,与所述特定操作连续的、针对所述第一指定区域的点击操作;其中,所述第一指定区域对应一请求指示标识,所述请求指示标识用于确定所述物品格对应物品的请求调配类型。
- 根据权利要求2所述的游戏中信息处理方法,其中,所述第三操作包括以下之一:针对所述第二类物品格的双击操作;针对所述第二类物品格的点击操作以及在所述点击操作之后,与所述点击操作连续的且针对特定控件的点击操作;将所述第二类物品格拖拽到第一指定区域的拖拽操作;针对所述第二类物品格的特定操作以及在所述特定操作之后,与所述特定操作连续的、针对所述第一指定区域的点击操作;其中,所述第一指定区域对应一请求指示标识,所述请求指示标识用于确定所述物品格对应物品的请求调配类型。
- 根据权利要求3所述的游戏中信息处理方法,其中,所述第四操作包括以下之一:将所述第二类物品格拖拽到第二指定区域的拖拽操作;针对所述第二类物品格的特定操作以及在所述特定操作之后,与所述特定操作连续的、针对所述第二指定区域的点击操作;其中,所述第二指定区域对应一赠送指示标识,所述赠送指示标识用于确定所述物品格对应物品的赠送调配类型。
- 根据权利要求1所述的游戏中信息处理方法,其中,所述物品格中包括对应物品的物品标识;其中,所述第一类物品格中包括对应物品的第一类型的物品标识;所述第一类物品格中包括对应物品的第二类型的物品标识;其中,所述第二类型和所述第一类型不同。
- 根据权利要求1所述的游戏中信息处理方法,其中,所述物品至少包括:武器、道具和药品;其中,所述道具包括与所述武器配套的第一道具和独立的第二道具。
- 根据权利要求7~9任一项所述的游戏中信息处理方法,其中,所述第一图形用户界面显示有所述游戏的至少部分的游戏场景;所述在所述第一图形用户界面显示所述第一游戏角色对应的至少一物品格,包括:在所述第一图形用户界面中提供一展示界面,所述展示界面覆盖所述第一图形用户界面中的部分游戏场景;在所述展示界面上显示所述第一游戏角色对应的物品格;其中,第一指定区域和第二指定区域为所述展示界面中区域。
- 根据权利要求11所述的游戏中信息处理方法,其中,所述展示界面中包括:第一区域、第二区域和指定区域;所述第一区域用于显示所述武器和与所述武器配套的第一道具分别对应的物品格;所述第二区域用于独立的第二道具和所述药品分别对应的物品格;所述指定区域用于确定所述物品格的调配类型;所述第二区域与所述第一区域邻接设置,所述指定区域与所述第二区域邻接设置;所述指定区域包括第一指示区域和第二指示区域。
- 根据权利要求1或2或3所述的游戏中信息处理方法,其中,所述方法还包括:若接收到所述第二游戏客户端针对第一物品调配信息的第一响应信息,则在所述第一图形用户界面中显示所述第一响应信息,并在所述第一图形用户界面的小地图中显示所述第二游戏客户端对应的第二游戏角色的第二位置;所述第一物品调配信息为第一游戏客户端向第二游戏客户端发送的以下至少之一:第一类物品请求信息、第二类物品请求信息、第二类物品赠送信息。
- 根据权利要求13所述的游戏中信息处理方法,其中,所述在所述第一图形用户界面的小地图中显示所述第二游戏客户端对应的第二游戏角色的第二位置,包括:在所述第一图形用户界面小地图中所述第二游戏角色所在的第二位置处显示第二位置标识,并以第二特定方式显示所述第二位置标识。
- 根据权利要求13所述的游戏中信息处理方法,其中,所述在所述第一图形用户界面的小地图中显示所述第二游戏客户端对应的第二游戏角色的第二位置,包括:在所述第一图形用户界面的小地图中显示多个第二游戏客户端分别对应的第二游戏角色的第二位置;响应针对所述第二位置的第五操作,确定目标第二游戏角色;在所述第一图形用户界面的小地图中显示所述目标第二游戏角色的第二位置。
- 根据权利要求13所述的游戏中信息处理方法,其中,在所述第一图形用户界面的小地图中显示所述第二游戏客户端对应的第二游戏角色的第二位置之后,所述方法还包括:若所述第一响应信息和第二位置的显示时长满足预设阈值,则在所述第一图形用户界面中取消显示所述第一响应信息,以及,取消在所述第一图形用户界面的小地图中显示的所述第二游戏客户端对应的第二游戏角色的第二位置。
- 根据权利要求1所述的游戏中信息处理方法,其中,在将所述第一类物品请求信息发送给所述第二游戏角色对应的第二游戏客户端之后,所述方法还包括:取消在所述第一图形用户界面中显示的所述第一游戏角色对应的至少一物品格。
- 根据权利要求1所述的游戏中信息处理方法,其中,所述方法还包括:响应所述第二游戏角色对应的第二游戏客户端发送的第二物品调配信息,在所述第一图形用户界面中显示所述第二物品调配信息,并在所述第一图形用户界面的小地图中显示所述第二游戏客户端对应的第二游戏角色的第三位置;其中,所述第二物品调配信息包括以下至少之一:第一类物品请求信息、第二类物品请求信息、第二类物品赠送信息;响应针对所述第二物品调配信息的第六操作,向所述第二游戏角色对应的第二游戏客户端发送第二响应信息。
- 根据权利要求18所述的游戏中信息处理方法,其中,在所述第一图形用户界面中显示所述第二物品调配信息的同时,所述方法还包括:在所述第一图形用户界面提供一针对所述第二物品调配信息的第一响应控件;其中,所述第六操作 为针对所述第一响应控件的触摸操作。
- 根据权利要求18所述的游戏中信息处理方法,其中,所述在所述第一图形用户界面的小地图中显示所述第二游戏客户端对应的第二游戏角色的第三位置,包括:在所述第一图形用户界面小地图中所述第二游戏角色所在的第三位置处显示第三位置标识,并以第三特定方式显示所述第三位置标识。
- 一种游戏中信息处理方法,其中,所述游戏中包括多个游戏角色,所述多个游戏角色中包括第一游戏角色和与所述第一游戏角色处于同一群组的第二游戏角色,通过所述第二游戏角色对应的第二游戏客户端提供第二图形用户界面,所述方法包括:在接收到所述第一游戏角色对应的第一游戏客户端发送的第一物品调配信息后,在所述第二图形用户界面显示所述第一物品调配信息,并在所述第二图形用户界面的小地图中显示所述第一游戏角色的第一位置;其中,所述第一物品调配信息中包括:第一类物品请求信息、第二类物品请求信息、第二类物品赠送信息;响应针对所述第一物品调配信息的响应操作,向所述第一游戏客户端发送针对所述第一物品调配信息的第一响应信息;其中,所述第一游戏客户端在接收到所述第一响应信息后,在第一图形用户界面中显示所述第一响应信息,并在所述第一图形用户界面的小地图中显示所述第二游戏客户端对应的第二游戏角色的第二位置。
- 根据权利要求21所述的游戏中信息处理方法,其中,所述在所述第二图形用户界面的小地图中显示所述第一游戏角色的第一位置,包括:在所述第二图形用户界面的小地图中所述第一游戏角色所在的第一位置处显示第一位置标识,并以第一特定方式显示所述第一位置标识。
- 根据权利要求21所述的游戏中信息处理方法,其中,在所述第二图形用户界面显示所述第一物品调配信息的同时,所述方法还包括:在所述第二图形用户界面提供一针对所述第一物品调配信息的第二响应控件;其中,所述响应操作为针对所述第二响应控件的触摸操作。
- 一种游戏中信息处理装置,其中,所述游戏中包括多个游戏角色,所述多个游戏角色包括第一游戏角色和与所述第一游戏角色处于同一群组的第二游戏角色;通过所述第一游戏角色对应的第一游戏客户端提供第一图形用户界面,所述装置包括:第一显示模块,用于响应针对物品控件的第一操作,在所述第一图形用户界面显示所述第一游戏角色对应的至少一物品格,所述至少一物品格中包括第一类物品格和第二类物品格;其中,所述第一类物品格表示所述第一游戏角色未拥有的物品,所述第二类物品格表示所述第一游戏角色已拥有的物品;生成模块,用于响应针对所述第一类物品格的第二操作,生成与所述第一类物品格相对应的第一类物品请求信息;第一发送模块,用于将所述第一类物品请求信息发送给所述第二游戏角色对应的第二游戏客户端。
- 一种游戏中信息处理装置,其中,所述游戏中包括多个游戏角色,所述多个游戏角色中包括第一游戏角色和与所述第一游戏角色处于同一群组的第二游戏角色,通过所述第二游戏角色对应的第二游戏客户端提供第二图形用户界面,所述装置包括:显示模块,用于在接收到所述第一游戏角色对应的第一游戏客户端发送的物品调配信息后,在所述第二图形用户界面显示所述物品调配信息,并在所述第二图形用户界面的小地图中显示所述第一游戏角色的第一位置;其中,所述第一物品调配信息中包括:第一类物品请求信息、第二类物品请求信息、第二类物品赠送信息;发送模块,用于响应针对所述物品调配信息的响应操作,向所述第一游戏客户端发送针对所述物品调配信息的第一响应信息;其中,所述第一游戏客户端在接收到所述第一响应信息后,在所述第一图形用户界面中显示所述第一响应信息,并在所述第一图形用户界面的小地图中显示所述第二游戏客户端对应的第二游戏角色的第二位置。
- 一种电子设备,其中,包括:处理器、存储介质和总线,所述存储介质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介质之间通过总线通信,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23任一项所述的游戏中信息处理方法的步骤。
- 一种计算机可读存储介质,其中,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23任一项所述的游戏中信息处理方法的步骤。
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| CN113398587A (zh) * | 2021-06-10 | 2021-09-17 | 网易(杭州)网络有限公司 | 一种游戏中信息处理方法、装置、电子设备及存储介质 |
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| CN113398587A (zh) | 2021-09-17 |
| US12420190B2 (en) | 2025-09-23 |
| CN113398587B (zh) | 2024-02-02 |
| JP2023534910A (ja) | 2023-08-15 |
| JP7490828B2 (ja) | 2024-05-27 |
| US20240100431A1 (en) | 2024-03-28 |
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