WO2023173649A1 - 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 PDF

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Publication number
WO2023173649A1
WO2023173649A1 PCT/CN2022/107993 CN2022107993W WO2023173649A1 WO 2023173649 A1 WO2023173649 A1 WO 2023173649A1 CN 2022107993 W CN2022107993 W CN 2022107993W WO 2023173649 A1 WO2023173649 A1 WO 2023173649A1
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area
target area
virtual
status information
current
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PCT/CN2022/107993
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English (en)
French (fr)
Inventor
傅婧仪
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网易(杭州)网络有限公司
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Priority to JP2023557263A priority Critical patent/JP2024514763A/ja
Publication of WO2023173649A1 publication Critical patent/WO2023173649A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

Definitions

  • the present disclosure relates to the field of game technology, and specifically to an information processing method, device, electronic device and storage medium in a game.
  • TPS Three-person shooting game
  • TPS Three-person shooting game
  • a multiplayer combat survival gameplay has emerged—in-game evacuation gameplay. After participating in the battle, players need to collect supplies and find the evacuation area after meeting the escape conditions. After staying in the evacuation area for the specified time, they can successfully evacuate from the game.
  • the purpose of the present disclosure is to provide an information processing method, device, electronic device and storage medium in a game, which can enable players to quickly reach the target area where they can evacuate and complete the evacuation in time, speed up the game process, and improve the human experience. computer interaction efficiency.
  • embodiments of the present disclosure provide an information processing method in a game, which provides a game interface through a terminal device.
  • the game interface includes a game screen and a control interface.
  • the game screen includes a virtual scene of this virtual battle task.
  • the control interface includes a scene map control, and the method includes:
  • control to generate at least one target area in the virtual scene In response to the virtual battle mission meeting the preset conditions, control to generate at least one target area in the virtual scene;
  • At least one position identifier corresponding to the position corresponding to the orientation information is generated in the scene map corresponding to the scene map control, and is displayed on the control interface Generate at least one area identification control corresponding to the at least one target area;
  • the method further includes:
  • the method further includes:
  • the current area status information represented by the adjusted display parameter of the area identification control is sent to the game interface of at least one other virtual object, and the other virtual object belongs to the same camp as the virtual object.
  • the preset conditions include at least one of the following items:
  • the virtual object in this virtual battle task reaches the designated position;
  • the designated position is the generation position of any target area in the virtual scene or the preset trigger in the virtual scene for triggering the generation of any target area.
  • the number of surviving virtual objects in this virtual battle mission reaches the set number
  • the proportion of the first area in the virtual scene in the entire virtual scene reaches a preset value; wherein the first area is determined according to the area restriction rule to restrict the virtual object from performing the virtual battle task. area.
  • the current area status information includes any one of the following items:
  • the method further includes:
  • the steps of obtaining current area status information of the target area, and adjusting display parameters of the area identification control according to the current area status information include:
  • the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information also include:
  • the target area in the virtual scene In response to the target area in the virtual scene being within the first area, obtaining the current area status information of the target area within the first area, and adjusting the current area status information of the target area within the first area to Destroy the state, and adjust the display parameters of the area identification control according to the destruction state, wherein the first area is an area determined according to the area restriction rule to restrict the virtual object from performing the virtual battle task.
  • the method further includes:
  • the destroyed target area is regenerated in the non-first area of the virtual scene, and a message is sent to prompt the virtual object.
  • a prompt message for the target area is regenerated in the virtual scene.
  • the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information also include:
  • the virtual object in the target area In response to the preparation-to-leave behavior performed by the virtual object in the target area, obtain the current area status information of the target area, adjust the current area status information of the target area to the ready-to-leave state, and adjust the current area status information of the target area to the ready-to-leave state according to the preparation-to-leave behavior.
  • the state adjusts the display parameters of the area identification control.
  • the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information also include:
  • the method further includes:
  • determining that the virtual object has completed evacuation in the target area includes:
  • the evacuation conditions that the virtual object meets in the target scene include at least one of the following:
  • the number of virtual objects performing evacuation behavior in the target area reaches the preset quantity requirement
  • the current area status information of the target area is adjusted to the destruction state.
  • the method further includes:
  • the current area status information of the target area is adjusted to a cooling state, and the display parameters of the area identification control are adjusted according to the cooling state.
  • the method further includes:
  • the current area status information of the target area is adjusted to the cooling state, in response to the end condition of the cooling time corresponding to the cooling state, the current area status information is continued to be adjusted to the waiting to leave state, and the current area status information is adjusted to the waiting to leave state according to the waiting to leave state. Adjust the display parameters of the area identification control.
  • the method further includes:
  • the preset settlement conditions include any one of the following items:
  • inventions of the present disclosure provide an information processing device in a game, which provides a game interface through a terminal device.
  • the game interface includes a game screen and a control interface.
  • the game screen includes a virtual scene of this virtual battle task.
  • the control interface includes a scene map control, and the device includes:
  • An area generation module configured to control the generation of at least one target area in the virtual scene in response to the virtual battle task meeting the preset conditions
  • control generation module configured to generate at least one corresponding location identifier at a location corresponding to the orientation information in the scene map corresponding to the scene map control based on the orientation information of the at least one target area in the virtual scene, And generate at least one area identification control corresponding to the at least one target area in the control interface;
  • a parameter adjustment module configured to respond to the activation behavior performed by the virtual object in the target area, obtain the current area status information of the target area, and adjust the display parameters of the area identification control according to the current area status information to represent the target area. Describe the current regional status information;
  • the evacuation response module is configured to respond to the evacuation behavior performed by the virtual object in the target area and determine that the virtual object has completed evacuation in the target area.
  • embodiments of the present disclosure provide an electronic device, including: a processor, a memory, and a bus.
  • the memory stores machine-readable instructions executable by the processor.
  • the processing communicates with the memory through a bus, and the processor executes the machine-readable instructions to perform the steps of any of the above methods.
  • embodiments of the present disclosure provide a computer-readable storage medium.
  • a computer program is stored on the storage medium, and the computer program executes the steps of any of the above methods when run by a processor.
  • the present disclosure uses a scene map to display a position identifier used to represent the orientation information of the target area in the virtual scene and in the control
  • the current area status information of the target area corresponding to the adjusted display parameters of the area identification control is displayed in the interface, so that the player can still grasp the current area status information of the target area without reaching the target area for evacuation, and the player combines the scene map
  • the real-time location identification displayed in the control interface and the current area status information of the target area displayed in the control interface can more quickly determine the target area for evacuation, helping players quickly reach the target area for evacuation and complete the evacuation in time, reducing It reduces the time it takes for players to search for target areas for evacuation during the game, speeds up the game process, improves the efficiency of human-computer interaction, and prevents the game time of a single virtual battle task from being too long, thus reducing the use of terminal processing resources and Waste of power resources.
  • Figure 1 is a flow chart of an information processing method in a game provided by an embodiment of the present disclosure
  • Figure 2 is a schematic diagram of a display form of current area status information provided by an embodiment of the present disclosure
  • Figure 3 is one of the interface schematic diagrams of a game interface provided by an embodiment of the present disclosure.
  • Figure 4 is a second schematic diagram of a game interface provided by an embodiment of the present disclosure.
  • Figure 5 is a third schematic diagram of a game interface provided by an embodiment of the present disclosure.
  • Figure 6 is one of the structural schematic diagrams of an information processing device in a game provided by an embodiment of the present disclosure
  • Figure 7 is a second structural schematic diagram of an information processing device in a game provided by an embodiment of the present disclosure.
  • FIG. 8 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the terminal device involved in the embodiment of the present disclosure mainly refers to a terminal that is used to provide a graphical user interface and can control virtual objects.
  • the terminal device may be a local terminal device mentioned below, or a client device in the cloud interactive system.
  • the terminal device may include but is not limited to any one of the following devices: laptops, smartphones, tablets, desktop computers, game consoles, MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) Players, personal digital assistants (PDAs), e-book readers, etc.
  • Applications that support games such as applications that support three-dimensional games or two-dimensional games, are installed and run on the terminal device.
  • the application program is introduced as a game application.
  • the application program may be a stand-alone version of the application program, such as a stand-alone version of a 3D game program, or may be a network online version of the application program.
  • a graphical user interface is an interface display format for human-computer communication that allows users to use input devices such as a mouse or keyboard to manipulate icons, logos, or menu options on the screen, and also allows users to perform touches on the touch screen of a touch terminal. Actions to manipulate on-screen icons or menu options to select commands, launch programs, or perform other tasks.
  • the game interface refers to the screen corresponding to the application provided or displayed through the graphical user interface, which includes the UI interface and game screen for players to interact.
  • the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as , number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.).
  • the game screen is a display screen corresponding to the virtual scene displayed by the terminal device.
  • the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
  • the virtual scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used during normal game play. That is to say, the virtual scene refers to the virtual game controls that carry virtual objects during the game.
  • the virtual objects can move in the game scene under the control of the operating instructions issued by the user (ie, the player) to the terminal device. Actions such as skill release.
  • the game scene can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictitious virtual environment.
  • the game scene can be any one of two-dimensional virtual scenes, 2.5-dimensional virtual scenes, and three-dimensional virtual scenes.
  • the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities.
  • the game scene is a scene where the user controls the complete game logic of virtual objects.
  • the game scene can also be used for a game scene battle between at least two virtual objects, and there are virtual resources available for use by the at least two virtual objects in the game scene.
  • the game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, game material elements, etc.
  • Virtual objects refer to dynamic objects that can be controlled in virtual scenes.
  • the dynamic object can be a virtual character, an animation character, etc.
  • the virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training.
  • AI artificial intelligence
  • the virtual object is a virtual character competing in a virtual scene.
  • the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle, which is not limited in the embodiments of the present disclosure.
  • the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application.
  • the virtual object may be a three-dimensional virtual model.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
  • the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins.
  • the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.
  • the virtual battle mission includes a virtual scene, as well as virtual objects and other virtual objects controlled by the player in the virtual scene.
  • the virtual object is a virtual object controlled by the player using the first terminal device
  • the other virtual objects are virtual objects controlled by other players who are performing this virtual battle task together in this virtual battle task.
  • the virtual object and other Virtual objects belong to the same virtual camp.
  • the information processing method in the game provided by the embodiment of the present disclosure can be run on a local terminal device or a server.
  • the information processing method in the game runs on the server, the information processing method can be implemented and executed based on a cloud interactive system, where the cloud interactive system includes a server and a client device.
  • cloud applications such as cloud games
  • cloud gaming refers to a gaming method based on cloud computing.
  • the running body of the game program and the game screen rendering body are separated.
  • the storage and operation of the information processing method are completed on the cloud game server.
  • the role of the client device is used to receive and send data.
  • the presentation of the game screen can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the information processing is performed by the cloud. game server.
  • the player operates the client device to send operating instructions to the cloud game server.
  • the cloud game server runs the game according to the operating instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the cloud game server performs operations through the client device. Decode and output game screen.
  • the local terminal device stores the game program and is used to present the game screen.
  • the local terminal device is used to interact with players through a graphical user interface, that is, conventionally downloading, installing and running game programs through electronic devices.
  • the local terminal device may provide the graphical user interface to the player in a variety of 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 and a processor.
  • the display screen is used to present a graphical user interface.
  • the graphical user interface includes a game screen.
  • the processor is used to run the game, generate the graphical user interface, and control the graphical user interface. displayed on the display screen.
  • TPS third-person shooting games
  • a multi-player combat survival gameplay in-game evacuation gameplay—has emerged. After participating in the battle, players need to collect supplies and find the evacuation area after meeting the escape conditions. After staying in the evacuation area for the specified time, they can successfully evacuate from the game.
  • players after players participate in the battle, they need to collect supplies in the first virtual scene in the first game session, and win when they meet the escape conditions and successfully evacuate from the evacuation area.
  • Players can compete with each other in the limited maps and resources corresponding to the first virtual scene, and collect supplies, such as various firearms in the game, as well as scopes for upgrading firearms, as well as some equipment and medicines, such as helmets, backpacks, and flashlights. Bullet etc.
  • After the player enters the second game session he can see several evacuation areas displayed on the map, and a countdown is displayed at the same time, and the countdown times are different. When the countdown ends, players can evacuate in the evacuation area in the second virtual scene, and after evacuating, they can complete the game.
  • the first game session can be played in the first virtual scene
  • the second game session can be played in the second virtual scene; wherein, the second virtual scene can be based on the first virtual scene with an evacuation area added,
  • This evacuation area is used for players to evacuate the game.
  • the evacuation area can be replaced by special signs in the virtual scene, such as "red smoke", "green fog", etc. If special signs appear in the virtual scene, the area with the special signs can be considered as the evacuation area. , and further, players can find the evacuation area based on this special mark.
  • the virtual object that has completed the game preparation phase is controlled to enter the first game phase; during the progress of the first game phase, the response is to the player in the first game phase.
  • the interactive behavior of virtual objects in the virtual scene in a game session controls the virtual objects to move in the virtual scene and pick up materials.
  • the condition that the number of players who have completed the game preparation process reaches the first preset number is used to control the start of the current game. It can be understood that the game player sends a start request for the current game to the server through the terminal device, and the server receives the request for the start of the current game.
  • the start request After the start request is made, it is determined whether the received start request of the game player meets the starting conditions of the current game. If it meets the starting conditions of the current game, the start of the current game is controlled.
  • the starting conditions of this game may include the following: the number of players participating in this game meets the first preset number requirements, for example, the number of players participating in this game meets 100, or 120, Or 140 people will start this game; the online game time of the virtual objects participating in this game shall not exceed the preset limit time stipulated by the game.
  • Interaction behavior refers to the behavior of virtual objects controlled by the player in the virtual scene.
  • the behavior of the virtual object in the virtual scene may include but is not limited to at least one of the following: walking, running. Move, jump, climb, lie down, attack, release skills, pick up supplies, and send messages.
  • active virtual objects in the virtual scene may also include virtual objects controlled by other players or other virtual objects controlled by non-players.
  • embodiments of the present disclosure provide an information processing method, device, electronic device and storage medium in a game, which can enable players to grasp the current area status information of the target area for evacuation in real time during the game, so as to quickly reach the destination.
  • the target area for evacuation and the evacuation are completed in time, which reduces the time spent by players searching for the target area for evacuation during the game, speeds up the game process, improves the efficiency of human-computer interaction, and prevents the game time of a single virtual battle mission from being too long. long, thereby reducing the waste of terminal processing resources and power resources.
  • the implementation environment provided in one embodiment of the present disclosure may include: a first terminal device, a game server, and a second terminal device.
  • the first terminal device and the second terminal device communicate with the server respectively to implement data communication.
  • the first terminal device and the second terminal device are each installed with a client that executes the information processing method provided by the present disclosure
  • the game server is a server that executes the information processing method provided by the present disclosure. Through the client, the first terminal device and the second terminal device can respectively communicate with the game server.
  • the first terminal device establishes communication with the game server by running a client.
  • the server establishes this virtual battle task according to the client's game request.
  • the parameters of this virtual battle task can be determined according to the parameters in the received game request.
  • the parameters of this virtual battle task can include the number of people participating in the virtual battle task, the level of the characters participating in the virtual battle task, etc.
  • the server determines the current virtual battle task for the client from multiple virtual battle tasks that have been established based on the client's game request.
  • the first terminal device When the first terminal device receives a response from the server, it determines the current virtual battle task through the first terminal device.
  • the graphical user interface of a terminal device displays the virtual scene corresponding to this virtual battle task.
  • the first terminal device is a device controlled by the first user.
  • the virtual object displayed in the graphical user interface of the first terminal device is the virtual object controlled by the first user.
  • the first user inputs operating instructions through the graphical user interface to control the virtual object. Perform corresponding operations in the virtual scene.
  • the second terminal device establishes communication with the game server by running the client.
  • the server establishes this virtual battle task according to the client's game request.
  • the parameters of this virtual battle task can be determined according to the parameters in the received game request.
  • the parameters of this virtual battle task can include the number of people participating in the virtual battle task, the level of the characters participating in the virtual battle task, etc.
  • the server determines the current virtual battle task for the client from multiple virtual battle tasks that have been established based on the client's game request.
  • the server determines the current virtual battle task for the client through the first
  • the graphical user interface of the second terminal device displays the virtual scene corresponding to this virtual battle task.
  • the second terminal device is a device controlled by the second user.
  • the virtual object displayed in the graphical user interface of the second terminal device is the virtual object controlled by the second user.
  • the second user inputs operating instructions through the graphical user interface to control the virtual object. Perform corresponding operations in the virtual scene.
  • the server performs data calculation based on the game data reported by receiving the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device
  • the device controls the graphical user interface to render corresponding virtual scenes and/or virtual objects based on the synchronized data sent by the server.
  • the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual battle task.
  • the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same object attributes, or may have different object attributes.
  • the virtual objects in this virtual battle task can include two or more virtual objects, and different virtual objects can respectively correspond to different terminal devices. That is to say, in this virtual battle task In the game, there are two or more terminal devices that respectively send and synchronize game data with the game server.
  • Figure 1 is a flow chart of an information processing method in a game provided by an embodiment of the present disclosure.
  • the embodiment of the present disclosure provides a game interface through a terminal device.
  • the game interface includes a game screen and a
  • the control interface the game screen includes the virtual scene of this virtual battle mission
  • the control interface includes the scene map control
  • the method includes:
  • the terminal device involved in the embodiment of the present disclosure is mainly used as an intelligent device that provides a game interface and can control virtual objects.
  • the terminal device may be the local terminal device mentioned above or the client device in the cloud interactive system mentioned above.
  • the game interface includes a game screen and a control interface.
  • the game screen includes the virtual scene of this virtual battle mission.
  • the control interface includes a scene map control.
  • the scene map control corresponds to the scene map.
  • the scene map is used to assist the player in determining the virtual location of the virtual object he controls. location in the scene.
  • at least one area identification control corresponding to at least one target area can also be generated in the control interface, and the area identification control corresponds to the current area status information of the target area.
  • the terminal device Taking the above information processing method in the game running on a local terminal device (hereinafter referred to as the terminal device) as an example, the above exemplary steps provided by the embodiments of the present disclosure are described below:
  • step S101 in response to the fact that this virtual battle task meets the preset conditions, at least one target area is generated in the virtual scene.
  • the virtual scene of this virtual battle mission may include the above-mentioned virtual scene corresponding to the competitive mode of the TPS game.
  • the virtual scene in the competitive mode may be the same as that in the first game session.
  • the first virtual scene can be the same as the second virtual scene in the second game session.
  • the virtual objects controlled by each player can move freely in the virtual scene of this virtual battle mission.
  • the activities of the virtual objects in the virtual scene may include but are not limited to at least one of the following: walking, running, jumping, Climb, lie down, attack, release skills, pick up props, and send messages.
  • the active virtual objects in the virtual scene may also include other virtual objects that are not controlled by the player.
  • the target area is also called an evacuation area, which is used to provide a place where the virtual object can evacuate. For example, after the virtual object performs an evacuation behavior in the target area, it can complete evacuation from the target area.
  • the preset conditions include at least one of the following items:
  • the virtual object in this virtual battle mission reaches the designated position;
  • the designated position is the generation position of any target area in the virtual scene or the preset trigger position in the virtual scene for triggering the generation of any target area;
  • the proportion of the first area in the virtual scene in the entire virtual scene reaches a preset value; wherein the first area is an area determined according to the area restriction rule to restrict virtual objects from performing virtual battle tasks.
  • the preset time point may be a fixed time point preset by the game system.
  • the fixed time point may be a time point uniformly required in the game mechanism. For example, when the game progress of this virtual battle task reaches 20 minutes, Trigger the generation of target areas in the virtual scene.
  • the preset time point may be a random time point preset by the game system.
  • the random time point may be a randomly set time point in the game mechanism. For example, the game progress of this virtual battle task reaches 15 minutes, Or at 20 minutes, or 25 minutes, or 30 minutes, trigger the generation of the target area in the virtual scene.
  • the time point when the target area is generated in each virtual battle mission is a random time point
  • the program code for the random time point in the computer is relatively not very complicated, this can establish a balance between computer resources and the player's gaming experience. , while improving the player's gaming experience, it does not need to consume a lot of computer resources to achieve the effect of game balance.
  • the virtual object in this virtual battle mission reaches the designated position; the designated position is the generation position of any target area in the virtual scene or the preset trigger position in the virtual scene for triggering the generation of any target area.
  • the designated position can be set in the virtual scene near the central area of the scene, or near the evacuation area in the virtual scene; where, a fixed refresh point can be set in the virtual scene to refresh the designated position, or Specified locations can be refreshed randomly in the virtual scene.
  • any virtual object in this virtual battle mission can trigger the generation of the target area when it reaches the designated location.
  • the designated position can be the generation position of any target area in the virtual scene. That is, when the virtual object in this virtual battle task reaches the generation position of the target area in the virtual scene, the target area can be triggered to be generated immediately. .
  • the player can enter the target area for evacuation without waiting for the target area to be generated, saving time, reducing the interaction between the player and the terminal device in order to reach the target area, improving the interaction efficiency, and speeding up the game process.
  • Program code needs to be set for preset time points, which can reduce computer resources to improve game performance.
  • the designated position may be a trigger position preset in the virtual scene for triggering the generation of any target area.
  • several trigger markers for triggering the generation of the target area can be set at the trigger position in the virtual scene, and in response to the virtual object's triggering behavior for the trigger markers, the generation of at least one target area in the virtual scene is controlled.
  • the set number is used as the starting condition for the game system to determine the generation of the target area.
  • the target in the virtual scene will be triggered. Region generation.
  • the set number can be determined by the value set by the game developer based on the game design, or it can also be determined by intelligently analyzing the historical data in the virtual battle mission through artificial intelligence technology.
  • the proportion of the first area in the virtual scene in the entire virtual scene reaches a preset value; wherein the first area is an area determined according to the area restriction rule to restrict virtual objects from performing virtual battle tasks.
  • the area restriction rule refers to a rule that the first area has area attributes that can restrict virtual objects in the first area from performing virtual battle tasks.
  • the area attributes may include toxicity, special geographical attributes, and harsh environment attributes.
  • the health value of the virtual object in the first area can be continuously consumed according to the toxicity of the first area.
  • the first area is a "poison circle", and the virtual object in the "poison circle” has a health value of The continuous reduction will cause virtual objects to be restricted when performing virtual battle tasks in the "poison circle”.
  • the consumption of the corresponding attribute values of the virtual objects in the first area can be determined based on the special geographical attributes of the first area. For example, if the first area is a desert, the water content value of the virtual objects in the desert will be consumed. , if the first area is the seabed, the oxygen value of the virtual object located on the seabed will be consumed; thirdly, the consumption of the corresponding attribute value of the virtual object located in the first area can be determined based on the harsh environment attributes of the first area,
  • the weather conditions corresponding to the environmental parameters may include wind, rain, snow, hail, sandstorms, etc. Once the above weather conditions occur in the first area, the behavior of virtual objects in the first area will change due to the above weather conditions when performing virtual battle tasks. difficulties, reducing the execution efficiency of virtual battle tasks.
  • the area of the first area in the virtual scene continues to expand with time.
  • the proportion of the first area in the virtual scene in the entire virtual scene reaches a preset value, the area of the first area in the virtual scene can be Trigger the generation of target areas in the virtual scene.
  • the preset value can be determined by the value set by the game developer based on the game design, or can be determined by intelligently analyzing the historical data in the virtual battle mission through artificial intelligence technology.
  • the first area continues to expand. Since the first area can restrict the virtual object from performing the virtual battle task, the virtual object will avoid the first area as much as possible. In this way, this virtual battle All virtual objects in the mission always move towards some common areas. Competing for resources and fighting in this area helps to promote the game process and prevents the game time of a single virtual battle task from being too long, thus reducing the use of terminal processing resources. and waste of power resources.
  • step S101 also includes: synchronizing the notification information of at least one target area generated in the virtual scene to all surviving virtual objects in this virtual battle task.
  • the target area that has just been generated will be globally notified that "the evacuation point has appeared" to inform the players who are playing that the target area has been generated to remind the players that they can reach the target area for evacuation, thereby indirectly Improve the efficiency of human-computer interaction.
  • step S102 according to the orientation information of at least one target area in the virtual scene, at least one location identifier corresponding to the location corresponding to the orientation information is generated in the scene map corresponding to the scene map control, and at least one location identifier is generated in the control interface. At least one area identification control corresponding to the target area.
  • the orientation information of at least one target area in the virtual scene refers to the directional position of the at least one target area in the virtual scene.
  • the player can find the target based on the directional position of the at least one target area in the virtual scene. area.
  • the generation position of at least one position identifier in the scene map corresponding to the scene map control is determined.
  • the generation position of at least one position identifier in the scene map corresponding to the scene map control is determined.
  • the generated position corresponds to the orientation information of at least one target area in the virtual scene, wherein the virtual scene, the at least one target area, and the orientation information of the at least one target area in the virtual scene are displayed in the scene map control corresponding to the set size. in the scene map.
  • the position identifier in the scene map corresponds to the position of the target area in the virtual scene, and is used to represent the mark corresponding to the position of the target area in the virtual scene.
  • the shape and/or color of each location identifier can be set to be different.
  • the area identification control is used to display the current area status information of the target area.
  • the area identification control can be adjusted according to the current area status information of the target area. Display parameters to represent current zone status information. Among them, the display position of the control interface on the game interface is set in a conspicuous position on the game interface without affecting the player's line of sight for picking up materials, such as being set in the upper middle of the game interface.
  • step S103 also includes: according to the position information of the virtual object in the virtual scene, generating a corresponding object identifier at a position corresponding to the position information in the scene map corresponding to the scene map control.
  • the object identifier is in the scene map.
  • the position of is used to refer to the position of the virtual object in the virtual scene.
  • both the object identification and the location identification may include any one of the following items: letter identification, text identification, digital identification, graphic identification, special symbol identification.
  • the object identification and location identification may be set to For different types of logos, the object logo and location logo can also be set to logos of different colors to ensure that the object logo and location logo are displayed to the player more intuitively.
  • At least one area identifier control corresponding to at least one target area is generated in the control interface to represent the current area status information, This allows players to still grasp the current area status information of the target area without reaching the target area for evacuation, preventing players from missing evacuation opportunities and improving the efficiency of human-computer interaction.
  • step S103 in response to the activation behavior performed by the virtual object in the target area, the current area status information of the target area is obtained, and the display parameters of the area identification control are adjusted according to the current area status information to represent the current area status information.
  • the target area in response to the activation behavior performed by the virtual object in the target area, the target area is activated, the current area status information of the activated target area is obtained, and the display parameters of the area identification control are adjusted according to the current area status information to represent Current area status information, and the current area status information is displayed on the control interface.
  • the current area status information refers to the current stage of the virtual object leaving the virtual scene of this virtual battle task. Specifically, the current area status information includes any one of the following items: starting leaving state, preparing to leave state, waiting to leave state, Cooling status and destruction status, the following is a detailed introduction to these current regional status information:
  • the activated departure state is used to represent the presence of a target area in the virtual scene, and the target area is in an activated state, to inform the player that they can reach the target area in the virtual scene for evacuation, and to remind the player that they can evacuate.
  • the representation form of the start-away state on the area identification control can be replaced by the start-leave state mark, such as letters with boxes, numbers with boxes, different graphics, etc.
  • the startup and exit status logo can be displayed in the control interface.
  • the ready-to-leave state is used to represent that the virtual object has arrived at the target area in the activated state and is in a state of being ready to leave.
  • the state of being ready to leave can be the state of calling a vehicle, or it can be the state of the virtual object just leaving.
  • the presentation form of the ready-to-leave status on the area identification control can be replaced by the ready-to-leave status indicator.
  • the display form of the ready-to-leave status indicator can be a progress bar display form, a percentage display form, a time countdown display form, etc. .
  • the ready-to-leave status indicator is displayed in the form of a progress bar
  • a progress bar corresponding to the ready-to-leave status indicator is displayed on the game interface.
  • the total length of the progress bar represents the time to prepare to leave. For example, it can be a call for a vehicle.
  • the mobile logo on the progress bar is used to represent real-time time change information.
  • the position of the mobile logo on the progress bar is used to represent the progress information of calling the vehicle.
  • the ready-to-leave status mark can be added with some dynamic special effects on the basis of the start-leave status mark.
  • the start-leave status mark is a letter with a box
  • the progress bar follows Progress changes when time changes, and the progress bar's direction of travel can be the direction of clockwise rotation around the box.
  • the percentage display form can be a disc, a box, etc.
  • the entire disc or box is used to indicate the time of preparing to leave.
  • the colored area is used to represent real-time time change information
  • the proportion of the colored area on the disk or box to the entire disk or box is used to represent the time change progress information.
  • the proportion of the colored area on the entire disk or box is used to represent the progress information of the calling vehicle.
  • the ready-to-leave status indicator is displayed in the form of a time countdown, for example, a time countdown reminder information is set on the ready-to-leave status indicator.
  • the change information of the time countdown is used to represent the progress information of calling the vehicle. The time countdown continues to decrease, and the progress of calling the vehicle gradually accelerates.
  • Waiting to leave state is used to represent that the virtual object has arrived at the target area in the activated state and is in a state of waiting to leave.
  • the state of waiting to leave can be a state of waiting after the vehicle reaches the target area, or it can be The virtual object stays in the target area in the activated state.
  • the waiting-to-leave state can be represented on the area identification control by using the waiting-to-leave status identification.
  • the waiting-to-leave status identification can also be a display form of a progress bar, a percentage display form, a time countdown display form, etc.
  • the waiting-to-leave status indicator is displayed in the form of a progress bar
  • a progress bar corresponding to the waiting-to-leave status indicator is displayed on the game interface.
  • the total length of the progress bar represents the waiting-to-leave time. For example, it can be the arrival of a vehicle.
  • the moving mark on the progress bar is used to represent the time change information of the waiting time for the arrival of the vehicle.
  • the position of the moving mark on the progress bar is used to represent the progress information of the waiting time for the arrival of the vehicle.
  • the waiting-to-leave status indicator can be a box with a vehicle graphic, and a progress bar on the box.
  • the progress bar changes with time to indicate that the waiting time for the vehicle to arrive is shrinking.
  • the direction of travel of the progress bar can be the direction of clockwise rotation around the box.
  • the percentage display form can be a disc, a box, etc., and the entire disc or box is used to represent the waiting time to leave.
  • the colored area is used to represent the time change information of the carrier's arrival waiting time, that is, the proportion of the colored area on the disk or box to the entire disk or box is used to represent the time change information.
  • the proportion of the colored area on the entire disk or box is used to represent the progress information of the vehicle arrival waiting.
  • the waiting-to-leave status indicator can be a box with a vehicle graphic.
  • the colored area gradually fills the entire box; or the waiting-to-leave status indicator can be a box with a vehicle graphic.
  • the box of the graphic is filled with color.
  • the colored area gradually shrinks until the entire box is covered by shadow.
  • the shadow area represents the waiting time of the vehicle. At this time Indicates that the waiting time of the vehicle has reached the predetermined time and the vehicle will fly away immediately.
  • the waiting to leave status indicator is displayed in the form of a time countdown, for example, a time countdown reminder information is set on the waiting to leave status indicator.
  • the change information of the time countdown is used to represent the progress information of the vehicle's arrival and waiting.
  • the waiting time for the arrival of the vehicle gradually decreases.
  • the waiting time for the arrival of the vehicle ends, the vehicle is triggered to fly away from the evacuation area.
  • the cooling state is used to represent the state in which the virtual object successfully leaves the target area in the activated state and cools down the current target area for a period of time. It is used to inform the player that the virtual object has successfully left the target area and won.
  • the cooling status on the area identification control can be represented by a cooling status identification.
  • the cooling status identification can be a box with letters and a cooling time on it. The cooling time is used to indicate that the next call can be made. The time of a vehicle, that is, under the cooling time represented by the cooling status, the target area is in an invalid state, that is, the virtual object cannot leave the target area.
  • the destruction status is used to indicate that the target area is destroyed, and the conditions for destruction include being covered by the first area.
  • the destruction status can be represented on the area identification control by the destruction status identification.
  • the area destruction status identification can be a box with letters and a slash on the box. Since the area destruction status identification uses means that the target area is destroyed, so the destruction status indicator of the area can be set to gray to visually display that the target area is destroyed.
  • the virtual scene does not perform area adjustment according to the area restriction rules, that is, there is no first area, and the current area status information does not include the destruction status.
  • Embodiments of the present disclosure provide a variety of different current area status information of the target area, helping players to select an appropriate target area for evacuation based on different current area status information, thus indirectly improving the efficiency of human-computer interaction and speeding up the game. process.
  • the display form of the current area status information mentioned above is relatively vivid, allowing players to be familiar with the current area status information corresponding to the area identification control displayed on the control interface, which improves the player's proficiency in evacuating this virtual battle mission.
  • the efficiency of human-computer interaction is indirectly improved.
  • Figure 2 is a schematic diagram of a display form of current area status information provided by an embodiment of the present disclosure.
  • the starting leaving status indicator 210 the preparing leaving status indicator 220 , the waiting leaving status indicator 230 , the cooling status indicator 250 and the destroying status indicator 240 are respectively shown.
  • this is only a schematic diagram of the display form of the current regional status information, and does not specifically limit the display form of the current regional status information.
  • the activation behavior is used to adjust the unactivated target area to the activated target area, where the activated target area is used to provide the player with space to evacuate the virtual battle mission.
  • This activation behavior is used to represent that the server receives activation instructions obtained by the terminal device in response to the activation operation issued by the player to the terminal device.
  • the activation operation can be a click operation on an icon, button or block diagram representing an activation function on the control interface, or a drag operation on the control interface for an activation function control.
  • the activation behavior can be manifested as the virtual object reaching the target area, such as controlling the virtual object to flash or sprint to the target area.
  • the location identifier in the scene map can remind the player of the moving direction and route to the target area in the virtual scene.
  • the current area status information corresponding to the activated target area is used to remind the player of the target area at the current moment.
  • Regional status information allows the player to select a target area suitable for the player to evacuate based on the regional status information of the target area. This enables the player to reach the target area accurately and quickly to complete the evacuation, which improves the efficiency of human-computer interaction.
  • the player can choose to go to the first target first. area to evacuate, because the second target area is already in a cooling state. Even if the player reaches the second target area, he cannot evacuate in a short time. This will help the player save the movement time to move to the target area, thereby indirectly improving the efficiency of the area. Improve the efficiency of human-computer interaction.
  • the current area status information of the target area can be synchronized to all surviving virtual objects in this virtual battle task.
  • the current area status information of the target area will be synchronized to all surviving virtual objects in the entire virtual battle, such as the scene map and scene map display area in the virtual battle at the same time (click on the scene map to open the scene map display area) , the current area status identifier used to display the current area status information of the target area in the control interface, etc.
  • the current area status information of the target area in the entire virtual battle is synchronized, so that players can understand the current area status information of different target areas in this virtual battle mission, so that players can still master the target without reaching the target area for evacuation.
  • the current area status information of the area helps players quickly find the target area for evacuation based on the current area status information and complete the evacuation in time. It reduces the time spent by players searching for the target area for evacuation during the game and speeds up the game.
  • the process improves the efficiency of human-computer interaction and prevents the game time of a single virtual battle mission from being too long.
  • the current area status information represented by the adjusted display parameters of the area identification control can be sent to the game interface of at least one other virtual object, and the other virtual objects belong to the same camp as the virtual object.
  • the current area status information about the target area in the game interface on the own terminal device can be updated according to the interaction of teammates with the target area.
  • the current area status information of the target area activated by the virtual object can be synchronized in real time in the game interface of teammates, so that teammates can understand the current area status information of different target areas in the game, so that teammates can better carry out the next step. Tactical deployment.
  • the embodiment of the present disclosure responds to the virtual object entering the target area before activation and displays activation in the control interface. Prompt information.
  • the activation prompt information is used to prompt the player to activate the target area at the current moment to the activated state.
  • the activation prompt information can be text prompt information, voice prompt information, etc., so that the player can promptly adjust the target area to the target in the activated state. area.
  • the activation prompt message reminds the player to activate the target area, which can enable the player to activate the target area in time and avoid delaying the evacuation of the virtual objects in the virtual battle mission from the activated target area, which helps to advance the game process and improve human-computer interaction. efficiency.
  • the current area status information of the activated target area is obtained, and the current area status information of the activated target area is adjusted to the startup and leaving state, And adjust the display parameters of the area identification control according to the startup leaving state.
  • the activation prompt information used to remind the player to perform the activation operation is displayed on the control interface, and at the same time, icons, buttons, block diagrams or controls with activation functions are displayed on the game interface, and the receiving terminal
  • the device sends a touch command in response to the player's touch operation on an icon, button, block diagram, or control with an activation function.
  • the target area corresponding to the touch command is adjusted to the activated state. target area.
  • the activation and departure status mark is displayed on the control interface, and a global notification is made so that all players participating in this virtual battle mission know that they can reach the target area for evacuation, which is helpful for advancement. game progress.
  • FIG. 3 is one of the interface schematic diagrams of a game interface provided by an embodiment of the present disclosure.
  • the scene map control 320 and the area identification control 330 are displayed in the game interface 310.
  • the scene map control 320 includes the object identification 321 of the virtual object and the location of the target area.
  • Identification 322 displays the current area status information of the target areas A, B, C, and D in the area identification control 330.
  • the current area status information of the target areas A, B, C, and D displayed in the area identification control 330
  • the regional status information is currently in the startup and leaving state.
  • the following steps are required for the virtual object to evacuate from the target area:
  • Step 1031 When the virtual object enters the activated target area, in response to the preparation-to-leave behavior performed by the virtual object in the target area, obtain the current area status information of the target area, and adjust the current area status information of the target area to the ready-to-leave state. And adjust the display parameters of the area identification control according to the ready-to-leave status.
  • Step 1032 When the current area status information of the target area is adjusted to the ready-to-leave state, respond to the fact that the vehicle in the virtual scene is in the target area, obtain the current area status information of the target area where the vehicle is located, and change the location of the vehicle to the target area.
  • the current area status information of the target area is adjusted to the waiting to leave state, and the display parameters of the area identification control are adjusted according to the waiting to leave state.
  • the vehicle is used to carry the virtual object to assist the virtual object in completing the evacuation from the target area.
  • Step 1033 When the current area status information of the target area where the vehicle is located is adjusted to the waiting-to-leave state, a vehicle carrying quantity control is generated in the software interface; in response to the evacuation behavior performed by the virtual object in the target area, reduce the number of vehicles According to the current carrying quantity of the vehicle, the display parameters of the vehicle carrying quantity control are adjusted to represent the current carrying quantity of the vehicle; in response to the evacuation conditions that the virtual object meets in the target scene, it is determined that the virtual object has completed evacuation in the target area.
  • step 1031 when the virtual object enters the activated target area, in response to the virtual object's vehicle call behavior in the virtual scene, a vehicle call status indicator is displayed on the control interface.
  • the vehicle calling behavior is the behavior of preparing to leave.
  • step 1032 when the vehicle in the virtual scene reaches the target area, the vehicle waiting status indicator is displayed on the control interface. Among them, the vehicle waiting state corresponding to the vehicle waiting state identifier is the waiting to leave state.
  • the presence of vehicles in the target area can be used to indicate that the current area status information is a waiting to leave state, so that the player can more easily grasp the current area status information, and improve the player's proficiency in evacuating this virtual battle task, thereby indirectly It improves the efficiency of human-computer interaction.
  • step 1033 when the vehicle is in the waiting-to-leave state, in response to the virtual object's vehicle entry behavior facing the vehicle in the virtual scene, it is determined that the virtual object has completed evacuation in the target area.
  • the vehicle entry behavior is the evacuation behavior.
  • a climbing tool will be displayed on the game screen.
  • This climbing tool can assist the virtual object to climb onto the vehicle.
  • "Enter” will be displayed on the game interface.
  • Vehicle Button players can trigger the "Enter Vehicle Button” to enter the vehicle.
  • step 1033 when the vehicle in the virtual scene reaches the target area, prompt information of the current number of vehicles carried is also displayed on the control interface.
  • the prompt information of the current carrying quantity is used to prompt the number of people that the vehicle can accommodate in this virtual battle mission, that is, it is used to prompt the maximum number of evacuees that the vehicle can accommodate.
  • the current number of people carried changes with the number of people carried by the vehicle. When a virtual object is carried in the vehicle, the current number of people carried will be reduced by one accordingly.
  • players can determine whether to reach the target area and evacuate, which can reduce the movement time of virtual objects in the virtual scene, thereby improving the efficiency of human-computer interaction.
  • the prompt information of the current carrying quantity of the vehicle can be displayed on the control interface.
  • the prompt information of the current carrying quantity can be the seat identifiers corresponding to all the virtual objects that the vehicle can carry displayed on the control interface.
  • the number of seat identifiers and The number of virtual objects remains consistent.
  • colored seat marks can refer to seats occupied by virtual objects carrying vehicles, and uncolored seat marks can refer to empty seats where the vehicle can also carry virtual objects.
  • FIG. 4 is the second schematic diagram of a game interface provided by an embodiment of the present disclosure.
  • the virtual object 340 in this virtual battle task will move to the target area C, and then in the scene map control 320, the object identification 321 will move to the position identification 322 of the target area C.
  • the current area status information of the target areas A, B, C, and D displayed in the area identification control 330 also changes.
  • the current area status information of the target area A is Start to leave.
  • the current area status information of the target area B is the destruction state
  • the current area status information of the target area C is the waiting to leave state
  • the current area status information of the target area D is the ready to leave status indicator, here is Calling the vehicle status, by displaying different status information of different target areas, allows players to choose a target area suitable for them to evacuate.
  • FIG. 5 is a third schematic diagram of a game interface provided by an embodiment of the present disclosure.
  • the surviving virtual object 340 in this virtual battle task moves toward the target area D.
  • the object identifier 321 will approach the position identifier 322 of the target area D.
  • the area identifier control The current area status information of target area D displayed in 330 is the waiting to leave state, here it is the vehicle waiting state.
  • the virtual object 340 is in the target area D, and the prompt information 350 of the current carrying quantity is displayed on the control interface.
  • the prompt information 350 of the current carrying quantity displays the seat logos corresponding to the seats that can carry all virtual objects.
  • the black seat logos are It can refer to the seat occupied by the virtual object carrying the vehicle. Here it means that there are two virtual objects carrying the vehicle.
  • the white seat mark can refer to the empty seat where the vehicle can also carry virtual objects. Here it means that the vehicle can also carry the virtual object.
  • the number of target player characters is two.
  • the current area status information of the target area is adjusted to the cooling state, and the display parameters of the area identification control are adjusted according to the cooling state.
  • the cooling status indicator is displayed on the control interface to remind other players that the target area has just been evacuated, causing the target area to cool down for a period of time.
  • the target area In this cooling time Within the target area, other players cannot evacuate in this target area, thereby ensuring game balance and improving game performance. For example, during the cooling period, the player cannot call the vehicle to evacuate again. When the cooling time is over, the vehicle can be called again in the evacuation area. The behavior of calling the vehicle needs to be triggered by the player.
  • the current area status information of the target area when the current area status information of the target area is adjusted to the cooling state, respond to the end condition of the cooling time corresponding to the cooling state, continue to adjust the current area status information to the waiting to leave state, and adjust the area identification control according to the waiting to leave state. display parameters.
  • the virtual object can continue to reach the target area and evacuate, so as to achieve the effect of evacuating this virtual battle mission as quickly as possible, thereby improving the efficiency of player evacuation. , speed up the game process.
  • the target area used for the evacuation of virtual objects will be affected by the first area.
  • the target area When the first area gradually expands over time, the target area will be covered, because the first area is limited according to the area restriction rules. Determine the area used to restrict the virtual object from performing virtual battle tasks, then the target area covered by the first area cannot be provided for the virtual object to evacuate. At this time, the target area can be destroyed.
  • step S103 also includes: responding to the target area in the virtual scene being within the first area, obtaining the current area status information of the target area within the first area, and converting the target area within the first area into The current area status information is adjusted to the destruction state, and the display parameters of the area identification control are adjusted according to the destruction state, where the first area is an area determined according to the area restriction rule to restrict virtual objects from performing virtual battle tasks.
  • the target area covered by the first area gradually increases, that is, there are fewer and fewer target areas for the evacuation of virtual objects.
  • the virtual objects in this virtual battle task need While avoiding the first area, one has to reach the target area for evacuation, which limits the range of activities of the virtual object in the virtual scene, thereby avoiding the time-consuming problem caused by the long movement distance of the virtual object in the virtual scene.
  • the destroyed target area is regenerated in the non-first area of the virtual scene, and a message for prompting the virtual object is sent. Prompt message for regenerating the target area in the virtual scene.
  • embodiments of the present disclosure can regenerate the destroyed target area in a non-first area of the virtual scene.
  • the number has basically not decreased, but the number of virtual objects in this virtual battle is gradually decreasing, which can ensure that fewer virtual objects share more evacuation resources.
  • it is extremely convenient. It greatly reduces the evacuation time of virtual objects in this virtual battle mission, improves the player's evacuation efficiency, and thereby speeds up the game process.
  • the destroyed target area is randomly regenerated within the non-first area of the virtual scene.
  • the prompt message used to prompt the virtual object to regenerate the target area in the virtual scene can be notified globally, so that all surviving virtual objects in this virtual battle mission can receive the prompt message, which is helpful to the surviving virtual objects.
  • the subject evacuates as soon as possible to improve evacuation efficiency.
  • the target area destroyed in this virtual battle mission will no longer be regenerated.
  • the number of generated target areas in this virtual battle mission is fixed and will not be regenerated because the target area in the first area is destroyed. In this way, there is no need to consume computer resources to regenerate the destroyed target areas. target areas that can improve game performance.
  • step S104 in response to the evacuation behavior performed by the virtual object in the target area, it is determined that the virtual object has completed evacuation in the target area.
  • the evacuation behavior is used to represent an evacuation instruction obtained in response to the evacuation operation issued by the player to the terminal device, so as to control the virtual object to evacuate in the target area.
  • the evacuation operation can be a clicking operation on an icon, button or block diagram representing the evacuation function on the game interface, or it can be a dragging operation on the evacuation function control on the game interface.
  • the evacuation behavior can be the behavior of the virtual object staying in the target area to meet the preset time requirement, or the virtual object boarding the vehicle in the target area, or the virtual object staying in the target area.
  • the evacuation conditions that the virtual object meets in the target scene include at least one of the following:
  • the server controls the vehicle to evacuate from the target area so that the virtual objects carrying the vehicle can complete this task. Evacuation of virtual combat missions.
  • the server can control the vehicle to move from the target Evacuate the area.
  • the server controls the vehicle to fly away from the target area so that the virtual object completes the evacuation.
  • This early flight behavior can occur at any time when a virtual object is loaded with a vehicle.
  • the early flight behavior is used to indicate that the server receives an early flight instruction from the terminal device in response to the early flight operation issued by the player to the terminal device. , to control the virtual object to fly away early in the target area.
  • the early fly-off operation can be a clicking operation on an icon, button or block diagram representing the early fly-off function on the game interface, or it can be a dragging operation on the early fly-off function control on the game interface.
  • the fly-away function control "fly-away in advance” 350 can be set in the middle of the game interface to facilitate the player's viewing, and to promptly remind the player to fly away in advance when encountering an enemy.
  • the target area is covered by the "poison circle". Since the virtual object will be directly eliminated in the first area, when the target area is covered by the first area, the virtual object cannot enter the target area again. In this way, Now, this target area is useless, so it needs to be evacuated before the target area is destroyed.
  • the above three evacuation conditions are all to ensure that players can evacuate from the target area as soon as possible after arriving at the target area, so that the game time of a single virtual battle mission will not be too long, thereby reducing the waste of terminal processing resources and power resources.
  • embodiments of the present disclosure also include: when this virtual battle task meets the preset settlement conditions, triggering entry into the settlement link of this virtual battle task;
  • the default settlement conditions include any of the following items:
  • the virtual battle task will be settled for the player corresponding to the current virtual object.
  • the settlement link refers to the link where the player's performance in this virtual battle task is judged after the virtual battle mission is completed, which can be displayed in the form of gold coins obtained, accumulated experience points, etc. Furthermore, after the above preset settlement conditions are met, this virtual battle mission can be ended.
  • the information processing method in the game enables the player to still grasp the current area status information of the target area without reaching the target area for evacuation, and the player combines the real-time location identification displayed in the scene map and the control interface
  • the displayed current area status information of the target area can more quickly determine the target area for evacuation, helping players quickly reach the target area for evacuation and complete evacuation in a timely manner, reducing the need for players to search for evacuation during the game.
  • the target area is time-consuming, speeding up the game process, improving the efficiency of human-computer interaction, so that the game time of a single virtual battle task will not be too long, thereby reducing the waste of terminal processing resources and power resources.
  • the embodiments of the present disclosure also provide a device corresponding to the information processing method in the game. Since the principle of solving the problem of the device in the embodiment of the present disclosure is similar to the above method of the embodiment of the present disclosure, the implementation of the device can Please refer to the implementation of the method, and the repeated points will not be repeated.
  • FIG. 6 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 the game provided by the embodiment of the present disclosure provides a game interface through the terminal device.
  • the game interface includes a game screen and a control interface.
  • the game screen includes a virtual image of this virtual battle task.
  • Scene the control interface includes a scene map control
  • the device 600 includes:
  • the area generation module 601 is configured to control the generation of at least one target area in the virtual scene in response to the virtual battle task meeting the preset conditions;
  • the control generation module 602 is configured to generate at least one position identifier corresponding to the position corresponding to the position information in the scene map corresponding to the scene map control according to the position information of the at least one target area in the virtual scene. , and generate at least one area identification control corresponding to the at least one target area in the control interface;
  • the parameter adjustment module 603 is configured to respond to the activation behavior performed by the virtual object in the target area, obtain the current area status information of the target area, and adjust the display parameters of the area identification control according to the current area status information to represent The current regional status information;
  • the evacuation response module 604 is configured to respond to the evacuation behavior performed by the virtual object in the target area and determine that the virtual object has completed evacuation in the target area.
  • the location identification displayed in real time in the scene map and the current area status information of the target area displayed in the control interface can be combined to more quickly determine the target area for evacuation, which helps the player quickly reach the target area for evacuation and Completing evacuation in a timely manner reduces the time it takes players to search for target areas for evacuation during the game, speeds up the game process, improves the efficiency of human-computer interaction, and prevents the game time of a single virtual battle mission from being too long, thereby reducing A waste of terminal processing resources and power resources.
  • the device 600 further includes an information synchronization module (not shown in the figure).
  • the information synchronization module is configured to: synchronize the current area status information of the target area to the current All surviving virtual objects in the virtual battle mission.
  • the current area status information of the target area in the entire virtual battle is synchronized, which reduces the time spent by players searching for the target area for evacuation during the game, speeds up the game process, improves the efficiency of human-computer interaction, and makes a single virtual battle task The game time will not be too long.
  • the device 600 further includes an information sending module (not shown in the figure).
  • the information sending module is configured to: convert the current area status information represented by the adjusted display parameters of the area identification control.
  • a game interface sent to at least one other virtual object that belongs to the same camp as the virtual object.
  • the preset conditions include at least one of the following items:
  • the virtual object in this virtual battle task reaches the designated position;
  • the designated position is the generation position of any target area in the virtual scene or the preset trigger in the virtual scene for triggering the generation of any target area.
  • the player can enter the target area for evacuation without waiting for the target area to be generated, saving time, reducing the interaction between the player and the terminal device in order to reach the target area, improving the interaction efficiency, and speeding up the game process. At the same time, there is no need to wait for the target area to be generated.
  • Program code needs to be set for preset time points, which can reduce computer resources to improve game performance.
  • the number of surviving virtual objects in this virtual battle mission reaches the set number
  • the proportion of the first area in the virtual scene in the entire virtual scene reaches a preset value; wherein the first area is determined according to the area restriction rule to restrict the virtual object from performing the virtual battle task. area.
  • the current area status information includes any one of the following items:
  • a variety of different current area status information of the target area helps players select an appropriate target area for evacuation based on different current area status information, thus indirectly improving the efficiency of human-computer interaction and speeding up the game process.
  • the device 600 further includes an information prompt module (not shown in the figure).
  • the information prompt module is configured to: in response to the virtual object entering the target area before activation, in the control
  • the activation prompt information is displayed in the interface;
  • the parameter adjustment module 603 is specifically configured to: respond to the activation behavior performed by the virtual object in the target area, obtain the current area status information of the activated target area, and convert the activation behavior of the activated target area
  • the current area status information is adjusted to the start-out state, and the display parameters of the area identification control are adjusted according to the start-out state.
  • the activation prompt message reminds the player to activate the target area, which allows the player to activate the target area in time and avoid delaying the virtual object in the virtual battle task from evacuating from the activated target area, which helps to advance the game process and improve the efficiency of human-computer interaction.
  • the parameter adjustment module 603 is specifically configured to: in response to the target area in the virtual scene being within the first area, obtain the current value of the target area within the first area.
  • Regional status information adjust the current regional status information of the target area in the first area to a destruction state, and adjust the display parameters of the area identification control according to the destruction state, wherein the first area is based on
  • the area restriction rule determines the area used to restrict the virtual object from performing the virtual battle task.
  • the range of activities of virtual objects in the virtual scene is limited, which can avoid the time-consuming problem caused by the long movement distance of virtual objects in the virtual scene, indirectly improving the efficiency of human-computer interaction and speeding up the game process.
  • the device 600 further includes a prompt module (not shown in the figure).
  • the generation prompt module is configured to: regenerate the destroyed target area in the non-first area of the virtual scene, and send a prompt message for prompting the virtual object to regenerate the target area in the virtual scene.
  • the parameter adjustment module 603 is specifically configured to: in response to the preparation to leave behavior performed by the virtual object in the target area, obtain the current area status information of the target area, Adjust the current area status information of the target area to the ready-to-leave state, and adjust the display parameters of the area identification control according to the ready-to-leave state.
  • the parameter adjustment module 603 is specifically configured to: in response to the vehicle in the virtual scene being in the target area, obtain the current value of the target area where the vehicle is located. Regional status information, adjust the current regional status information of the target area where the vehicle is located to the waiting to leave state, and adjust the display parameters of the area identification control according to the waiting to leave state, wherein the vehicle is used to The virtual object is mounted to assist the virtual object in completing evacuation from the target area.
  • the presence of vehicles in the target area can be used to indicate that the current area status information is a waiting to leave state, so that the player can more easily grasp the current area status information, and improve the player's proficiency in evacuating this virtual battle task, thereby indirectly It improves the efficiency of human-computer interaction.
  • the device 600 also includes a quantity control generation module (not shown in the figure).
  • the quantity control generation module is configured to: generate a vehicle-mounted quantity control in the control interface;
  • the evacuation response module 604 is specifically configured to: respond to the evacuation behavior performed by the virtual object in the target area, reduce the current number of vehicles carried, and adjust the number of vehicles carried according to the current number of vehicles carried.
  • the display parameters of the control represent the current number of vehicles carried; in response to the evacuation conditions that the virtual object satisfies in the target scene, it is determined that the virtual object has completed evacuation in the target area.
  • the player can determine whether to reach the target area and evacuate, which can reduce the movement time of virtual objects in the virtual scene, thereby improving the efficiency of human-computer interaction.
  • the evacuation conditions that the virtual object meets in the target scene include at least one of the following:
  • the number of virtual objects performing evacuation behavior in the target area reaches the preset quantity requirement
  • the current area status information of the target area is adjusted to the destruction state.
  • the above three evacuation conditions are all to ensure that players can complete evacuation from the target area as soon as possible after arriving at the target area, so that the game time of a single virtual battle mission will not be too long, thereby reducing the waste of terminal processing resources and power resources. .
  • the parameter adjustment module 603 is specifically configured to: adjust the current area status information of the target area to cooling status, and adjust the display parameters of the area identification control according to the cooling status.
  • the parameter adjustment module 603 is specifically configured to: respond to the end condition of the cooling time corresponding to the cooling state. , continue to adjust the current area status information to the waiting-to-leave state, and adjust the display parameters of the area identification control according to the waiting-to-leave state.
  • the virtual object can continue to reach the target area and evacuate, so as to achieve the effect of evacuating this virtual battle mission as quickly as possible, thereby improving the efficiency of player evacuation. , speed up the game process.
  • the device 600 also includes a game settlement module 605.
  • the game settlement module 605 is configured to: when the current virtual battle task meets the preset settlement conditions, trigger entry The settlement process of this virtual battle mission;
  • the preset settlement conditions include any one of the following items:
  • FIG. 8 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the electronic device 800 includes a processor 801 , a memory 802 and a bus 803 .
  • the memory 802 stores machine-readable instructions executable by the processor 801.
  • the processor 801 and the memory 802 communicate through the bus 803, so that the processor 801 Execute the following instructions when running:
  • control to generate at least one target area in the virtual scene In response to the virtual battle mission meeting the preset conditions, control to generate at least one target area in the virtual scene;
  • At least one position identifier corresponding to the position corresponding to the orientation information is generated in the scene map corresponding to the scene map control, and is displayed on the control interface Generate at least one area identification control corresponding to the at least one target area;
  • the location identification displayed in real time in the scene map and the current area status information of the target area displayed in the control interface can be combined to more quickly determine the target area for evacuation, which helps the player quickly reach the target area for evacuation and Completing evacuation in a timely manner reduces the time it takes players to search for target areas for evacuation during the game, speeds up the game process, improves the efficiency of human-computer interaction, and prevents the game time of a single virtual battle mission from being too long, thereby reducing A waste of terminal processing resources and power resources.
  • the instructions executed by the processor 801 also include:
  • the current area status information of the target area in the entire virtual battle is synchronized, which reduces the time spent by players searching for the target area for evacuation during the game, speeds up the game process, improves the efficiency of human-computer interaction, and makes a single virtual battle task The game time will not be too long.
  • the instructions executed by the processor 801 also include:
  • the current area status information represented by the adjusted display parameter of the area identification control is sent to the game interface of at least one other virtual object, and the other virtual object belongs to the same camp as the virtual object.
  • the preset conditions include at least one of the following items:
  • the virtual object in this virtual battle task reaches the designated position;
  • the designated position is the generation position of any target area in the virtual scene or the preset trigger in the virtual scene for triggering the generation of any target area.
  • the player can enter the target area for evacuation without waiting for the target area to be generated, saving time, reducing the interaction between the player and the terminal device in order to reach the target area, improving the interaction efficiency, and speeding up the game process. At the same time, there is no need to wait for the target area to be generated.
  • Program code needs to be set for preset time points, which can reduce computer resources to improve game performance.
  • the number of surviving virtual objects in this virtual battle mission reaches the set number
  • the proportion of the first area in the virtual scene in the entire virtual scene reaches a preset value; wherein the first area is determined according to the area restriction rule to restrict the virtual object from performing the virtual battle task. area.
  • the current area status information includes any one of the following items:
  • a variety of different current area status information of the target area helps players select an appropriate target area for evacuation based on different current area status information, thus indirectly improving the efficiency of human-computer interaction and speeding up the game process.
  • the instructions executed by the processor 801 also include:
  • the steps of obtaining current area status information of the target area, and adjusting display parameters of the area identification control according to the current area status information include:
  • the activation prompt message reminds the player to activate the target area, which allows the player to activate the target area in time and avoid delaying the virtual object in the virtual battle task from evacuating from the activated target area, which helps to advance the game process and improve the efficiency of human-computer interaction.
  • the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information also include:
  • the target area in the virtual scene In response to the target area in the virtual scene being within the first area, obtaining the current area status information of the target area within the first area, and adjusting the current area status information of the target area within the first area to Destroy the state, and adjust the display parameters of the area identification control according to the destruction state, wherein the first area is an area determined according to the area restriction rule to restrict the virtual object from performing the virtual battle task.
  • the range of activities of virtual objects in the virtual scene is limited, which can avoid the time-consuming problem caused by the long movement distance of virtual objects in the virtual scene, indirectly improving the efficiency of human-computer interaction and speeding up the game process.
  • the instructions executed by the processor 801 also include:
  • the destroyed target area is regenerated in the non-first area of the virtual scene, and a message is sent to prompt the virtual object.
  • a prompt message for the target area is regenerated in the virtual scene.
  • the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information also include:
  • the virtual object in the target area In response to the preparation-to-leave behavior performed by the virtual object in the target area, obtain the current area status information of the target area, adjust the current area status information of the target area to the ready-to-leave state, and adjust the current area status information of the target area to the ready-to-leave state according to the preparation-to-leave behavior.
  • the state adjusts the display parameters of the area identification control.
  • the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information also include:
  • the presence of vehicles in the target area can be used to indicate that the current area status information is a waiting to leave state, so that the player can more easily grasp the current area status information, and improve the player's proficiency in evacuating this virtual battle task, thereby indirectly It improves the efficiency of human-computer interaction.
  • the instructions executed by the processor 801 also include:
  • determining that the virtual object has completed evacuation in the target area includes:
  • the player can determine whether to reach the target area and evacuate, which can reduce the movement time of virtual objects in the virtual scene, thereby improving the efficiency of human-computer interaction.
  • the evacuation conditions that the virtual object meets in the target scene include at least one of the following:
  • the number of virtual objects performing evacuation behavior in the target area reaches the preset quantity requirement
  • the current area status information of the target area is adjusted to the destruction state.
  • the above three evacuation conditions are all to ensure that players can complete evacuation from the target area as soon as possible after arriving at the target area, so that the game time of a single virtual battle mission will not be too long, thereby reducing the waste of terminal processing resources and power resources. .
  • the instructions executed by the processor 801 also include:
  • the current area status information of the target area is adjusted to a cooling state, and the display parameters of the area identification control are adjusted according to the cooling state.
  • the instructions executed by the processor 801 also include:
  • the current area status information of the target area is adjusted to the cooling state, in response to the end condition of the cooling time corresponding to the cooling state, the current area status information is continued to be adjusted to the waiting to leave state, and the current area status information is adjusted to the waiting to leave state according to the waiting to leave state. Adjust the display parameters of the area identification control.
  • the virtual object can continue to reach the target area and evacuate, so as to achieve the effect of evacuating this virtual battle mission as quickly as possible, thereby improving the efficiency of player evacuation. , speed up the game process.
  • the instructions executed by the processor 801 also include:
  • the preset settlement conditions include any one of the following items:
  • Embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the storage medium.
  • the computer program executes the following commands when run by a processor:
  • control to generate at least one target area in the virtual scene In response to the virtual battle mission meeting the preset conditions, control to generate at least one target area in the virtual scene;
  • At least one position identifier corresponding to the position corresponding to the orientation information is generated in the scene map corresponding to the scene map control, and is displayed on the control interface Generate at least one area identification control corresponding to the at least one target area;
  • the location identification displayed in real time in the scene map and the current area status information of the target area displayed in the control interface can be combined to more quickly determine the target area for evacuation, which helps the player quickly reach the target area for evacuation and Completing evacuation in a timely manner reduces the time it takes players to search for target areas for evacuation during the game, speeds up the game process, improves the efficiency of human-computer interaction, and prevents the game time of a single virtual battle mission from being too long, thereby reducing A waste of terminal processing resources and power resources.
  • the instructions executed by the computer-readable storage medium also include:
  • the current area status information of the target area in the entire virtual battle is synchronized, which reduces the time spent by players searching for the target area for evacuation during the game, speeds up the game process, improves the efficiency of human-computer interaction, and makes a single virtual battle task The game time will not be too long.
  • the instructions executed by the computer-readable storage medium also include:
  • the current area status information represented by the adjusted display parameter of the area identification control is sent to the game interface of at least one other virtual object, and the other virtual object belongs to the same camp as the virtual object.
  • the preset conditions include at least one of the following items:
  • the virtual object in this virtual battle task reaches the designated position;
  • the designated position is the generation position of any target area in the virtual scene or the preset trigger in the virtual scene for triggering the generation of any target area.
  • the player can enter the target area for evacuation without waiting for the target area to be generated, saving time, reducing the interaction between the player and the terminal device in order to reach the target area, improving the interaction efficiency, and speeding up the game process. At the same time, there is no need to wait for the target area to be generated.
  • Program code needs to be set for preset time points, which can reduce computer resources to improve game performance.
  • the number of surviving virtual objects in this virtual battle mission reaches the set number
  • the proportion of the first area in the virtual scene in the entire virtual scene reaches a preset value; wherein the first area is determined according to the area restriction rule to restrict the virtual object from performing the virtual battle task. area.
  • the current area status information includes any one of the following items:
  • a variety of different current area status information of the target area helps players select an appropriate target area for evacuation based on different current area status information, thus indirectly improving the efficiency of human-computer interaction and speeding up the game process.
  • the instructions executed by the computer-readable storage medium also include:
  • the steps of obtaining current area status information of the target area, and adjusting display parameters of the area identification control according to the current area status information include:
  • the activation prompt message reminds the player to activate the target area, which allows the player to activate the target area in time and avoid delaying the virtual object in the virtual battle task from evacuating from the activated target area, which helps to advance the game process and improve the efficiency of human-computer interaction.
  • the steps of obtaining the current area status information of the target area, adjusting the display parameters of the area identification control according to the current area status information and further include:
  • the target area in the virtual scene In response to the target area in the virtual scene being within the first area, obtaining the current area status information of the target area within the first area, and adjusting the current area status information of the target area within the first area to Destroy the state, and adjust the display parameters of the area identification control according to the destruction state, wherein the first area is an area determined according to the area restriction rule to restrict the virtual object from performing the virtual battle task.
  • the range of activities of virtual objects in the virtual scene is limited, which can avoid the time-consuming problem caused by the long movement distance of virtual objects in the virtual scene, indirectly improving the efficiency of human-computer interaction and speeding up the game process.
  • the instructions executed by the computer-readable storage medium also include:
  • the destroyed target area is regenerated in the non-first area of the virtual scene, and a message is sent to prompt the virtual object.
  • a prompt message for the target area is regenerated in the virtual scene.
  • the steps of obtaining the current area status information of the target area, adjusting the display parameters of the area identification control according to the current area status information and further include:
  • the virtual object in the target area In response to the preparation-to-leave behavior performed by the virtual object in the target area, obtain the current area status information of the target area, adjust the current area status information of the target area to the ready-to-leave state, and adjust the current area status information of the target area to the ready-to-leave state according to the preparation-to-leave behavior.
  • the state adjusts the display parameters of the area identification control.
  • the steps of obtaining the current area status information of the target area, adjusting the display parameters of the area identification control according to the current area status information and further include:
  • the presence of vehicles in the target area can be used to indicate that the current area status information is a waiting to leave state, so that the player can more easily grasp the current area status information, and improve the player's proficiency in evacuating this virtual battle task, thereby indirectly It improves the efficiency of human-computer interaction.
  • the instructions executed by the computer-readable storage medium also include:
  • determining that the virtual object has completed evacuation in the target area includes:
  • the player can determine whether to reach the target area and evacuate, which can reduce the movement time of virtual objects in the virtual scene, thereby improving the efficiency of human-computer interaction.
  • the evacuation conditions that the virtual object meets in the target scene include at least one of the following:
  • the number of virtual objects performing evacuation behavior in the target area reaches the preset quantity requirement
  • the current area status information of the target area is adjusted to the destruction state.
  • the above three evacuation conditions are all to ensure that players can complete evacuation from the target area as soon as possible after arriving at the target area, so that the game time of a single virtual battle mission will not be too long, thereby reducing the waste of terminal processing resources and power resources. .
  • the instructions executed by the computer-readable storage medium also include:
  • the current area status information of the target area is adjusted to a cooling state, and the display parameters of the area identification control are adjusted according to the cooling state.
  • the instructions executed by the computer-readable storage medium also include:
  • the current area status information of the target area is adjusted to the cooling state, in response to the end condition of the cooling time corresponding to the cooling state, the current area status information is continued to be adjusted to the waiting to leave state, and the current area status information is adjusted to the waiting to leave state according to the waiting to leave state. Adjust the display parameters of the area identification control.
  • the virtual object can continue to reach the target area and evacuate, so as to achieve the effect of evacuating this virtual battle mission as quickly as possible, thereby improving the efficiency of player evacuation. , speed up the game process.
  • the instructions executed by the computer-readable storage medium also include:
  • the preset settlement conditions include any one of the following items:
  • the disclosed systems, devices and methods can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division. In actual implementation, there may be other division methods.
  • multiple units or components may be combined or can be integrated into another system, or some features can be ignored, or not implemented.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or they may be distributed to multiple network units. Some 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 various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable memory executable by a processor.
  • the technical solution of the present disclosure is essentially or contributes to the relevant technology or part of the technical solution can be embodied in the form of a software product.
  • the computer software product is stored in a memory and includes a number of instructions. It is used to cause a computer device (which may be a personal computer, a server, 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 memory includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code.

Abstract

本公开提供了一种游戏中的信息处理方法、装置、电子设备及存储介质,该方法包括:响应本次虚拟对战任务符合预设条件,控制在虚拟场景中生成至少一目标区域,根据至少一目标区域在虚拟场景中的方位信息,在场景地图控件对应的场景地图中与方位信息对应的位置生成对应的至少一位置标识,并在控件界面中生成与至少一目标区域对应的至少一区域标识控件;响应虚拟对象在目标区域中执行的激活行为,根据获取到的当前区域状态信息调整区域标识控件的显示参数;响应虚拟对象在目标区域中执行的撤离行为,判定虚拟对象在目标区域完成撤离。这样一来,采用本公开的方案,有助于玩家快速找到目标区域并及时完成撤离,加快了游戏进程,提高了人机交互效率。

Description

一种游戏中的信息处理方法、装置、电子设备及存储介质
相关申请的交叉引用
本公开要求于2022年03月17日提交中国国家知识产权局的申请号为202210265419.4、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,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及游戏技术领域,具体而言,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。
背景技术
随着游戏业的发展,游戏种类越来越多。其中,第三人称射击类游戏(Third-Personal Shooting,TPS)以其独特的魅力受到广大玩家的喜爱。在众多的TPS游戏中,兴起一种多人战斗的生存玩法—局内撤离玩法。玩家参加战斗后,需要收集物资,在满足逃生条件后找到撤离区域,在撤离区域停留规定的时间后则可以成功撤离出本局游戏。
目前,玩家在进入本局游戏时,通常会在本局游戏界面中告知本局撤离区域的个数以及撤离区域在虚拟场景中的固定位置,但玩家靠记忆或者探索寻找固定的撤离区域的耗时较多,这样容易导致游戏进程缓慢、人机交互效率低且单个对局的游戏时间过长。
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,可以使玩家快速到达能够撤离的目标区域并及时完成撤离,加快了游戏进程,提高了人机交互效率。
第一方面,本公开实施例提供了一种游戏中的信息处理方法,通过终端设备提供游戏界面,所述游戏界面包括游戏画面和控件界面,所述游戏画面包括本次虚拟对战任务的虚拟场景,所述控件界面中包括场景地图控件,所述方法包括:
响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中生成至少一目标区域;
根据所述至少一目标区域在所述虚拟场景中的方位信息,在所述场景地图控件对应的场景地图中与所述方位信息对应的位置生成对应的至少一位置标识,并在所述控件界面中生成与所述至少一目标区域对应的至少一区域标识控件;
响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数以表征所述当前区域状态信息;
响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离。
在本公开的一种可选实施例中,所述方法还包括:
将所述目标区域的当前区域状态信息同步至所述本次虚拟对战任务中所有存活的虚拟对象。
在本公开的一种可选实施例中,所述方法还包括:
将调整后的区域标识控件的显示参数表征的当前区域状态信息发送至至少一个其他虚拟对象的游戏界面,所述其他虚拟对象与所述虚拟对象属于相同的阵营。
在本公开的一种可选实施例中,所述预设条件包括以下项中的至少一项:
本次虚拟对战任务的游戏进程到达预设时间点;
本次虚拟对战任务中的虚拟对象到达指定位置;所述指定位置为任一目标区域在所述虚拟场景中的生成位置或所述虚拟场景中预设的用于触发任一目标区域生成的触发位置;
本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量;
所述虚拟场景中的第一区域在整个虚拟场景中的比例达到预设数值;其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
在本公开的一种可选实施例中,所述当前区域状态信息包括以下项中的任意一项:
启动离开状态、准备离开状态、等待离开状态、冷却状态和销毁状态。
在本公开的一种可选实施例中,所述方法还包括:
响应所述虚拟对象进入激活前的目标区域,在所述控件界面中显示激活提示信息;
响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,包括:
在显示所述激活提示信息之后,响应虚拟对象在所述目标区域中执行的激活行为,获取激活后的目标区域的当前区域状态信息,将激活后的目标区域的当前区域状态信息调整为启动离开状态,并根据所述启动离开状态调整所述区域标识控件的显示参数。
在本公开的一种可选实施例中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟场景中的目标区域处于第一区域内,获取处于所述第一区域内的目标区域的当前区域状态信息,将处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态,并根据所述销毁状态调整所述区域标识控件的显示参数,其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
在本公开的一种可选实施例中,所述方法还包括:
当处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态后,在所述虚拟场景的非第一区域内重新生成被销毁的目标区域,并发送用于提示所述虚拟对象所述虚拟场景中重新生成目标区域的提示消息。
在本公开的一种可选实施例中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟对象在所述目标区域中执行的准备离开行为,获取所述目标区域的当前区域状态信息,将所述目标区域的当前区域状态信息调整为准备离开状态,并根据所述准备离开状态调整所述区域标识控件的显示参数。
在本公开的一种可选实施例中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟场景中的载具处于所述目标区域内,获取所述载具所处的目标区域的当前区域状态信息,将所述载具所处的目标区域的当前区域状态信息调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数,其中,所述载具用于搭载所述虚拟对象,以辅助所述虚拟对象从所述目标区域完成撤离。
在本公开的一种可选实施例中,所述方法还包括:
当所述载具所处的目标区域的当前区域状态信息调整为等待离开状态后,在所述控件界面中生成载具搭载数量控件;
响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离的步骤,包括:
响应所述虚拟对象在所述目标区域中执行的撤离行为,减少所述载具的当前搭载数 量,根据所述载具的当前搭载数量调整所述载具搭载数量控件的显示参数以表征所述载具的当前搭载数量;
响应所述虚拟对象在所述目标场景中满足的撤离条件,判定所述虚拟对象在所述目标区域完成撤离。
在本公开的一种可选实施例中,所述虚拟对象在所述目标场景中满足的撤离条件包括以下项中的至少一项:
所述目标区域中执行撤离行为的虚拟对象的数量达到预设数量要求;
所述目标区域中的虚拟对象存在的提前撤离行为;
所述目标区域的当前区域状态信息调整为销毁状态。
在本公开的一种可选实施例中,所述方法还包括:
当判定所述虚拟对象在所述目标区域完成撤离后,将所述目标区域的当前区域状态信息调整为冷却状态,并根据所述冷却状态调整所述区域标识控件的显示参数。
在本公开的一种可选实施例中,所述方法还包括:
当所述目标区域的当前区域状态信息调整为冷却状态后,响应所述冷却状态对应的冷却时间的结束条件,将所述当前区域状态信息继续调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数。
在本公开的一种可选实施例中,所述方法还包括:
当所述本次虚拟对战任务满足预设结算条件,触发进入本次虚拟对战任务的结算环节;
其中,所述预设结算条件包括以下项中的任意一项:
本次虚拟对战任务中的虚拟对象从所述目标区域完成撤离;
本次虚拟对战任务中未被淘汰的所有虚拟对象从所述目标区域完成撤离。
第二方面,本公开实施例提供了一种游戏中的信息处理装置,通过终端设备提供游戏界面,所述游戏界面包括游戏画面和控件界面,所述游戏画面包括本次虚拟对战任务的虚拟场景,所述控件界面中包括场景地图控件,所述装置包括:
区域生成模块,配置成响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中生成至少一目标区域;
控件生成模块,配置成根据所述至少一目标区域在所述虚拟场景中的方位信息,在所述场景地图控件对应的场景地图中与所述方位信息对应的位置生成对应的至少一位置标识,并在所述控件界面中生成与所述至少一目标区域对应的至少一区域标识控件;
参数调整模块,配置成响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数以表征所述当前区域状态信息;
撤离响应模块,配置成响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离。
第三方面,本公开实施例提供了一种电子设备,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,以执行如上任一所述方法的步骤。
第四方面,本公开实施例提供了一种计算机可读存储介质,所述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任一所述方法的步骤。
本公开实施例提供的游戏中的信息处理方法具有以下有益效果:
与相关技术中玩家靠记忆或者探索寻找固定的撤离区域的耗时较多的方案相比,本公开通过在场景地图中显示用于表征目标区域在虚拟场景中的方位信息的位置标识以 及在控件界面中显示调整后的区域标识控件的显示参数所对应的目标区域的当前区域状态信息,使得玩家无需到达用于撤离的目标区域仍然可以掌握目标区域的当前区域状态信息,并且,玩家结合场景地图中实时显示的位置标识和控件界面中显示的目标区域的当前区域状态信息可以更快速的确定出用于撤离的目标区域,有助于玩家快速到达用于撤离的目标区域并及时完成撤离,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
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。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅为本公开的某些实施例,因此不应被看作是对范围的限定,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相关的附图。
图1为本公开实施例所提供的一种游戏中的信息处理方法的流程图;
图2为本公开实施例所提供的一种当前区域状态信息的展示形式的示意图;
图3为本公开实施例提供的一种游戏界面的界面示意图之一;
图4为本公开实施例提供的一种游戏界面的界面示意图之二;
图5为本公开实施例提供的一种游戏界面的界面示意图之三;
图6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之一;
图7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之二;
图8为本公开实施例所提供的电子设备的结构示意图。
具体实施方式
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。
首先,对本公开实施例中涉及的名称进行简单介绍:
(1)终端设备
本公开实施例中涉及的终端设备主要是指用于提供图形用户界面,并能够对虚拟对象进行控制操作的终端。其中,终端设备可以为下述提到的本地终端设备,或是云交互系统中的客户端设备。该终端设备可以包括但不限于以下设备中的任意一种:笔记本电脑、智能手机、平板电脑、台式计算机、游戏机、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、个人数字助理(PDA)、电子书阅读器等。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的,可选地,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。
(2)图形用户界面
图形用户界面是一种人与计算机通信的界面显示格式,允许用户使用鼠标或键盘等 输入设备操纵屏幕上的图标、标识或菜单选项,也允许用户通过在触控终端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。
(3)游戏界面
游戏界面是指通过图形用户界面提供或显示的应用程序对应的画面,该画面中包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。
(4)虚拟场景
虚拟场景是应用程序在终端或服务器上运行时显示(或提供)的游戏场景,即,在正常进行游戏过程中所使用的场景。也就是说,虚拟场景是指在游戏进行过程中,承载虚拟对象的虚拟游戏控件,虚拟对象可以在游戏场景中受用户(即,玩家)向终端设备所下达的操作指令的控制而进行移动、技能释放等动作。可选地,游戏场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的虚拟环境,还可以是纯虚构的虚拟环境。游戏场景可以是二维虚拟场景、2.5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,游戏场景为用户控制虚拟对象完整游戏逻辑的场景。可选地,游戏场景还可以用于至少两个虚拟对象之间的游戏场景对战,在该游戏场景中具有可供至少两个虚拟对象使用的虚拟资源。示例性的,游戏场景可以包括以下元素中的任意一种或多种:游戏背景元素、游戏对象元素、游戏道具元素以及游戏物资元素等。
(5)虚拟对象
虚拟对象是指在虚拟场景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、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环境对战中的人工智能(Artificial Intelligence,AI)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟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,用户能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。可选地,当虚拟环境为三维虚拟环境时,虚拟对象可以是三维虚拟模型,每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟对象也可以采用2.5维或2维模型来实现,本公开实施例对此不加以限定。
(6)虚拟对战任务
虚拟对战任务中包括虚拟场景,以及在虚拟场景中受玩家控制的虚拟对象和其他虚拟对象。其中,虚拟对象为使用第一终端设备的玩家所控制的虚拟对象,其他虚拟对象为在本次虚拟对战任务中一起进行本次虚拟对战任务的其他玩家控制的虚拟对象,这里,虚拟对象和其他虚拟对象属于相同的虚拟阵营。
本公开实施例提供的游戏中的信息处理方法可以运行于本地终端设备或者是服务器。当游戏中的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。
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,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。
其次,对本公开可适用的应用场景进行介绍。本公开可应用于游戏技术领域,以第三人称射击类游戏(Third-Personal Shooting,TPS)为例,在众多的TPS游戏中,兴起一种多人战斗的生存玩法—局内撤离玩法。玩家参加战斗后,需要收集物资,在满足逃生条件后找到撤离区域,在撤离区域停留规定的时间后则可以成功撤离出本局游戏。
在相关方案中,玩家参加战斗后,在第一游戏环节中,需要在第一虚拟场景中收集物资,在满足逃生条件并成功从撤离区域撤离时获胜。玩家可以在第一虚拟场景对应的有限地图和资源中相互进行争抢,搜集物资,比如游戏中的各种枪械、以及升级枪械的瞄准镜,还有一些装备和药品,比如头盔、背包、闪光弹等。在第一虚拟场景中搜集物资的期间可能会遭遇其他玩家的攻击而被“淘汰”。玩家进入第二游戏环节后,可以看到地图上显示有几个撤离区域,同时显示倒计时,且倒计时的时间是不同的。当倒计时结束后,玩家可以在第二虚拟场景中的撤离区域撤离,撤离后就可以完成本局游戏。
具体地,第一游戏环节可以在第一虚拟场景中进行,第二游戏环节可以在第二虚拟场景中进行;其中,第二虚拟场景可以是在第一虚拟场景的基础上增加了撤离区域,该撤离区域用于游戏玩家撤离本局游戏。实际上,游戏玩家能够活动的安全区域是随着游戏进程的推进而逐渐缩小的,因此,第一虚拟场景的自由活动空间实际上大于第二虚拟场景的自由活动空间,且第二虚拟场景的自由活动空间在第一虚拟场景的自由活动空间的范围内。其中,撤离区域在虚拟场景中可以采用特殊标识来代替,如特殊标识为“红烟”、“绿雾”等,若虚拟场景中出现了特殊标识,即可认为出现特殊标识的区域为撤离区域,进而,玩家可以根据这个特殊标识找到撤离区域。
示例性的,响应于完成游戏准备环节的玩家数量达到第一预设数量的条件,控制完成游戏准备环节的虚拟对象进入第一游戏环节;在第一游戏环节的进行过程中,响应针对处于第一游戏环节的虚拟对象在虚拟场景中的交互行为,控制虚拟对象在虚拟场景中移动并拾取物资。具体地,完成游戏准备环节的玩家数量达到第一预设数量的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(游戏搜索环节的开始条件)可以包括如下:参与本局游戏的玩家数量符合第一预设数量的要求,如参与本局游戏的玩家数量符合100人,或120人,或140人等即开始本 局游戏;参与本局游戏的虚拟对象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。其中,交互行为指的是由玩家操控的虚拟对象在虚拟场景中进行活动的行为,示例性的,该虚拟对象在虚拟场景中进行活动的行为可包括但不限于以下至少一种:行走、跑动、跳跃、攀爬、趴下、攻击、释放技能、拾取物资、发送消息。这里,虚拟场景中活动的虚拟对象除包括由该玩家操控的虚拟对象之外,还可以包括其他玩家操控的虚拟对象或其他非玩家操控的虚拟对象。
但经研究发现,现有的相关游戏中,玩家在进入本局游戏时,通常会在本局游戏界面中告知本局撤离区域的个数以及撤离区域在虚拟场景中的固定位置,但不会在游戏界面中进行相关提示,玩家只有进入撤离区域,游戏界面中才会显示对应的提示信息告知玩家:在撤离区域停留规定的时间后则可以撤离出局内游戏。由于撤离区域需要玩家自己去探索或在熟悉游戏后通过记忆寻找,在玩家靠记忆或者探索寻找撤离区域的过程中,一旦玩家到达的撤离区域已经被销毁或是撤离区域的撤离人数达到上限等,玩家就需要离开该撤离区域继续去寻找新的撤离区域以完成撤离,这样无疑耗费了玩家大量的时间,导致游戏进程缓慢,人机交互效率低且单个对局的游戏时间过长。
基于此,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,可以使玩家在游戏过程中实时掌握用于撤离的目标区域的当前区域状态信息,以快速到达能够撤离的目标区域并及时完成撤离,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
在本公开一个实施例提供的实施环境可以包括:第一终端设备、游戏服务器和第二终端设备。第一终端设备和第二终端设备分别与服务器进行通信,以实现数据通信。在本实施方式中,第一终端设备和第二终端设备分别安装有执行本公开所提供的信息处理方法的客户端,游戏服务器为执行本公开提供的信息处理方法的服务器端。通过客户端,使得第一终端设备和第二终端设备分别可以与游戏服务器进行通信。
以第一终端设备为例,第一终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立本次虚拟对战任务。其中,本次虚拟对战任务的参数可以根据接收到的游戏请求中的参数进行确定,例如,本次虚拟对战任务的参数可包括参与虚拟对战任务的人数,参与虚拟对战任务的角色级别等。当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示虚拟对战任务所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个虚拟对战任务中为客户端确定本次虚拟对战任务,当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示本次虚拟对战任务所对应的虚拟场景。第一终端设备为第一用户控制的设备,第一终端设备的图形用户界面中显示的虚拟对象为该第一用户控制的虚拟对象,第一用户通过图形用户界面输入操作指令,以控制虚拟对象在虚拟场景中执行相应的操作。
以第二终端设备为例,第二终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立本次虚拟对战任务。其中,本次虚拟对战任务的参数可以根据接收到的游戏请求中的参数进行确定,例如,本次虚拟对战任务的参数可包括参与虚拟对战任务的人数,参与虚拟对战任务的角色级别等。当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示本次虚拟对战任务所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个虚拟对战任务中为客户端确定本次虚拟对战任务,当第二终端设备接收 到服务器的响应时,通过第二终端设备的图形用户界面显示本次虚拟对战任务所对应的虚拟场景。第二终端设备为第二用户控制的设备,第二终端设备的图形用户界面中显示的虚拟对象为该第二用户控制的虚拟对象,第二用户通过图形用户界面输入操作指令,以控制虚拟对象在虚拟场景中执行相应的操作。
服务器根据通过接收第一终端设备和第二终端设备上报的游戏数据,进行数据计算,并将计算后的游戏数据同步至第一终端设备和第二终端设备,使得第一终端设备和第二终端设备根据服务器下发的同步数据控制图形用户界面渲染出对应的虚拟场景和/或虚拟对象。
在本实施方式中,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象为处于同一局虚拟对战任务中的虚拟对象。其中,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象可以具有相同的对象属性,也可以为具有不同的对象属性。
需要说明的是,处于本次虚拟对战任务中的虚拟对象可以包括两个或是两个以上的虚拟对象,不同的虚拟对象可以分别对应不同的终端设备,也就是说,在本次虚拟对战任务中,存在两个以上的终端设备分别与游戏服务器进行游戏数据的发送和同步。
请参阅图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,如图1中所示,本公开实施例通过终端设备提供游戏界面,游戏界面包括游戏画面和控件界面,游戏画面包括本次虚拟对战任务的虚拟场景,控件界面中包括场景地图控件,该方法包括:
S101、响应本次虚拟对战任务符合预设条件,控制在虚拟场景中生成至少一目标区域。
S102、根据至少一目标区域在虚拟场景中的方位信息,在场景地图控件对应的场景地图中与方位信息对应的位置生成对应的至少一位置标识,并在控件界面中生成与至少一目标区域对应的至少一区域标识控件。
S103、响应虚拟对象在目标区域中执行的激活行为,获取目标区域的当前区域状态信息,根据当前区域状态信息调整区域标识控件的显示参数以表征当前区域状态信息。
S104、响应虚拟对象在目标区域中执行的撤离行为,判定虚拟对象在目标区域完成撤离。
本公开实施例涉及的终端设备主要用于提供游戏界面,并能对虚拟对象进行控制操作的智能设备。终端设备可以为前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。
游戏界面包括游戏画面和控件界面,游戏画面包括本次虚拟对战任务的虚拟场景,控件界面中包括场景地图控件,场景地图控件对应场景地图,场景地图用于辅助玩家确定其控制的虚拟对象在虚拟场景中的位置。此外,控件界面中还可以生成与至少一目标区域对应的至少一区域标识控件,区域标识控件对应目标区域的当前区域状态信息。
下面以上述游戏中的信息处理方法运行于本地终端设备(以下简称终端设备)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S101中,响应本次虚拟对战任务符合预设条件,控制在虚拟场景中生成至少一目标区域。
本公开实施例中,本次虚拟对战任务的虚拟场景可以包括上述提到的与TPS类游戏的竞技模式对应的虚拟场景,示例性的,该竞技模式下的虚拟场景可以与第一游戏环节下的第一虚拟场景相同,也可以与第二游戏环节下的第二虚拟场景相同。由各玩家操控的虚拟对象在本次虚拟对战任务的虚拟场景中可以自由活动,示例性的,虚拟对象在虚拟场景中的活动可包括但不限于以下至少一种:行走、跑动、跳跃、攀爬、趴下、攻击、释放技能、捡拾道具、发送消息。这里,虚拟场景中活动的虚拟对象除包括由各玩家操 控的虚拟对象之外,还可以包括其他非玩家操控的虚拟对象。
这里,目标区域也称为撤离区域,用于为虚拟对象提供能够撤离的场所。示例性的,虚拟对象在目标区域内执行撤离行为后能够从该目标区域完成撤离。
一种具体的实施例中,预设条件包括以下项中的至少一项:
(1)本次虚拟对战任务的游戏进程到达预设时间点;
(2)本次虚拟对战任务中的虚拟对象到达指定位置;指定位置为任一目标区域在虚拟场景中的生成位置或虚拟场景中预设的用于触发任一目标区域生成的触发位置;
(3)本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量;
(4)虚拟场景中的第一区域在整个虚拟场景中的比例达到预设数值;其中,第一区域为根据区域限缩规则所确定用于限制虚拟对象执行虚拟对战任务的区域。
下面针对预设条件包括的四种情况进行具体说明:
(1)本次虚拟对战任务的游戏进程到达预设时间点。
一种实施例中,预设时间点可以是游戏系统预先设置的固定时间点,该固定时间点可以是游戏机制中统一要求的时间点,如本次虚拟对战任务的游戏进程到达20分钟时,触发虚拟场景中的目标区域生成。
这样一来,由于玩家预先知道目标区域生成的固定时间点,可以提前为进入目标区域做准备,避免玩家由于不清楚目标区域的生成时间而错失撤离时机的情况,可以加快游戏进程,提高人机交互效率。
另一种实施例中,预设时间点可以是游戏系统预先设置的随机时间点,该随机时间点可以是游戏机制中随机设置的时间点,如本次虚拟对战任务的游戏进程到达15分钟、或20分钟、或25分钟、或30分钟时,触发虚拟场景中的目标区域生成。
这里,由于每个虚拟对战任务中目标区域生成的时间点是随机时间点,而计算机内针对随机时间点的程序代码相对不是很复杂,这样可以在计算机资源和玩家的游戏体验感之间建立平衡,在提高玩家游戏体验感的同时,不需要耗费大量的计算机资源,达到游戏平衡的效果。
(2)本次虚拟对战任务中的虚拟对象到达指定位置;指定位置为任一目标区域在虚拟场景中的生成位置或虚拟场景中预设的用于触发任一目标区域生成的触发位置。
这里,指定位置可以设置在虚拟场景中靠近场景中心区域的位置处,也可以设置在靠近虚拟场景中即将出现撤离区域的位置处;其中,虚拟场景中可以设置固定刷新点来刷新指定位置,也可以在虚拟场景中随机刷新指定位置。此外,本次虚拟对战任务中的任意一个虚拟对象到达指定位置,都可触发目标区域生成。
一种实施例中,指定位置可以为任一目标区域在虚拟场景中的生成位置,即本次虚拟对战任务中的虚拟对象到达目标区域在虚拟场景中的生成位置时,可以触发目标区域立即生成。
这样,玩家无需等待目标区域生成即可进入目标区域进行撤离,节省时间,减少了玩家为了到达目标区域而与终端设备进行的交互操作,提高了交互效率,加快了游戏进程,同时,计算机内不需要设置针对预设时间点的程序代码,可以降低计算机资源,以提高游戏性能。
另一种实施例中,指定位置可以为虚拟场景中预设的用于触发任一目标区域生成的触发位置。这里,可以在虚拟场景中的触发位置设置若干用于触发目标区域生成的触发标志物,响应虚拟对象针对该触发标志物的触发行为,控制在虚拟场景中生成至少一目标区域。
这样,由于计算机内不需要设置针对预设时间点的程序代码,可以降低计算机资源,以提高游戏性能。
(3)本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量;
该步骤中,设定数量用于作为游戏系统判断目标区域生成的启动条件,在本次虚拟对战任务进行过程中,若存活的虚拟对象的存活数量达到设定数量,则触发虚拟场景中的目标区域生成。
其中,设定数量可以由游戏开发者根据游戏设计设定的数值确定,还可以是通过人工智能技术对虚拟对战任务中的历史数据进行智能分析后确定。
(4)虚拟场景中的第一区域在整个虚拟场景中的比例达到预设数值;其中,第一区域为根据区域限缩规则所确定用于限制虚拟对象执行虚拟对战任务的区域。
这里,虚拟对象在第一区域内执行虚拟对战任务会受到第一区域的区域限缩规则所限制。其中,区域限缩规则指的是第一区域具有的区域属性能够限制处于第一区域内的虚拟对象执行虚拟对战任务的规则,区域属性可以包括毒性、特殊地理属性、恶劣环境属性。其一,可以根据第一区域具有的毒性对处于第一区域内的虚拟对象的生命值持续造成消耗,如第一区域为“毒圈”,处于“毒圈”的虚拟对象,由于生命值在持续减少,使得虚拟对象在“毒圈”中执行虚拟对战任务时会受到限制,若虚拟对象在“毒圈”中存在的时间较久,其生命值会被消耗直至该虚拟对象被淘汰;其二,可以根据第一区域具有的特殊地理属性来确定对处于第一区域的虚拟对象的对应属性值造成消耗,如第一区域为沙漠,会对处于沙漠中的虚拟对象的含水量值进行消耗,如第一区域为海底,会对处于海底的虚拟对象的氧气值进行消耗;其三,可以根据第一区域的恶劣环境属性来确定对处于第一区域的虚拟对象的对应属性值造成消耗,环境参数对应的天气情况可以包括风、雨、雪、雹、沙尘暴等,一旦第一区域出现上述天气情况,处于该第一区域内的虚拟对象会由于上述天气情况导致执行虚拟对战任务的行为变的困难,降低虚拟对战任务的执行效率。
随着虚拟对战任务的游戏进程的推进,虚拟场景中的第一区域的区域面积随着时间变化不断扩大,当虚拟场景中的第一区域在整个虚拟场景中的比例达到预设数值时,可以触发虚拟场景中的目标区域生成。
举例说明,在虚拟场景中会随机生成“毒圈”,随着“毒圈”的增多,整个虚拟场景中的安全区域不断缩小,根据游戏系统预先设置的预设数值,当第一区域的面积在整个虚拟场景的面积中的比例达到预设数值,即可判定虚拟场景中的目标区域生成。
其中,预设数值可以由游戏开发者根据游戏设计设定的数值确定,还可以是通过人工智能技术对虚拟对战任务中的历史数据进行智能分析后确定。
这里,随着虚拟对战任务的游戏进程的推进,第一区域不断扩大,由于第一区域能够限制虚拟对象执行虚拟对战任务,所以虚拟对象会尽可能的躲避第一区域,这样,本次虚拟对战任务中的所有虚拟对象始终向着一些共同区域前进,在这一区域争夺资源并进行对战,有助于推动游戏进程,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
此外,步骤S101还包括:将在虚拟场景中生成的至少一目标区域的通报信息同步至本次虚拟对战任务中所有存活的虚拟对象。
示例性的,在本次虚拟对战任务中的目标区域刚生成的进行全局通报“撤离点已出现”,以告知正在游戏的玩家目标区域已经生成,以提醒玩家可以到达目标区域进行撤离,从而间接提高人机交互效率。
在步骤S102中,根据至少一目标区域在虚拟场景中的方位信息,在场景地图控件对应的场景地图中与方位信息对应的位置生成对应的至少一位置标识,并在控件界面中生成与至少一目标区域对应的至少一区域标识控件。
本公开实施例中,至少一目标区域在虚拟场景中的方位信息指的是至少一目标区域 在虚拟场景中的方向位置,玩家可以根据至少一目标区域在虚拟场景中的方向位置,找到该目标区域。相应的,根据至少一目标区域在虚拟场景中的方位信息,确定场景地图控件对应的场景地图中的至少一位置标识的生成位置,这里,场景地图控件对应的场景地图中的至少一位置标识的生成位置与至少一目标区域在虚拟场景中的方位信息相对应,其中,将虚拟场景、至少一目标区域,以及至少一目标区域在虚拟场景中的方位信息按照设定尺寸显示在场景地图控件对应的场景地图中。
这里,场景地图中的位置标识对应目标区域在虚拟场景中的位置,用于表示虚拟场景中目标区域的位置对应的记号。在具体实现中,为了对不同目标区域对应的位置标识进行区分,可以设置每一个位置标识的形态和/或颜色不相同。
与此同时,在控件界面中生成与至少一目标区域对应的至少一区域标识控件,区域标识控件用于显示目标区域的当前区域状态信息,可以根据目标区域的当前区域状态信息调整区域标识控件的显示参数以表征当前区域状态信息。其中,控件界面在游戏界面上的显示位置在不影响玩家拾取物资的视线的前提下,设置在游戏界面上显眼的位置,如设置在游戏界面正中间偏上的位置。
除此之外,步骤S103还包括:根据虚拟对象在虚拟场景中的位置信息,在场景地图控件对应的场景地图中与该位置信息对应的位置生成对应的对象标识,该对象标识在场景地图中的位置用于指代虚拟对象在虚拟场景中的位置。
示例性的,对象标识和位置标识均可以包括以下项中的任少一项:字母标识、文字标识、数字标识、图形标识、特殊符号标识,为了便于区分,可以将对象标识和位置标识设置成不同种类的标识,也可以将对象标识和位置标识设置成不同颜色的标识,以保证更加直观的向玩家展示对象标识和位置标识。
这样一来,在场景地图中生成与目标区域在虚拟场景中的位置相对应的位置标识的同时,在控件界面中生成与至少一目标区域对应的至少一区域标识控件以表征当前区域状态信息,使得玩家无需到达用于撤离的目标区域仍然可以掌握目标区域的当前区域状态信息,避免玩家错失撤离时机,提高了人机交互效率。
在步骤S103中,响应虚拟对象在目标区域中执行的激活行为,获取目标区域的当前区域状态信息,根据当前区域状态信息调整区域标识控件的显示参数以表征当前区域状态信息。
本公开实施例中,响应虚拟对象在目标区域中执行的激活行为,激活所述目标区域,获取激活后的目标区域的当前区域状态信息,根据当前区域状态信息调整区域标识控件的显示参数以表征当前区域状态信息,同时在控件界面上显示当前区域状态信息。
当前区域状态信息指的是虚拟对象离开本次虚拟对战任务的虚拟场景的当前阶段,具体地,当前区域状态信息包括以下项中的任意一项:启动离开状态、准备离开状态、等待离开状态、冷却状态和销毁状态,下面对这些当前区域状态信息进行具体介绍:
(1)启动离开状态用于表征虚拟场景中出现目标区域,且该目标区域处于激活状态下,以告知玩家可以到达虚拟场景中的该目标区域进行撤离,起到提示玩家可以进行撤离的作用。
其中,启动离开状态在区域标识控件上的表现形式可以使用启动离开状态标识来代替,如带方框的字母、带方框的数字、不同的图形等。当目标区域处于启动离开状态,可以在控件界面中显示启动离开状态标识。
(2)准备离开状态用于表征虚拟对象到达处于激活状态下的目标区域,并处于准备离开的状态,例如,处于准备离开的状态可以为处于呼叫载具的状态,也可以为虚拟对象在刚到达目标区域的一段时间所处的状态,示例性的,载具可以包括飞机、直升机、车辆、轮船等。
可选地,准备离开状态在区域标识控件上的表现形式可以使用准备离开状态标识来代替,准备离开状态标识的展示形式可以为进度条的展示形式、百分比的展示形式、时间倒计时的展示形式等。
当准备离开状态标识以进度条的展示形式展示时,示例性的,在游戏界面上展示准备离开状态标识对应的进度条,进度条的总长度表示准备离开的时间,例如,可以为呼叫载具的时间,进度条上的移动标识用于表征实时的时间变化信息,如,移动标识在进度条上的位置用于表征呼叫载具的进度信息。
举例说明,准备离开状态标识可以在启动离开状态标识的基础上加一些动态特效,如,当启动离开状态标识为带方框的字母时,字母的方框上带有进度条,进度条随着时间变化而发生进度变化,进度条的行进方向可以为绕着方框顺时针旋转的方向。
当准备离开状态标识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、方框等,整个圆盘或方框用于表示准备离开的时间,圆盘或方框上的有色区域用于表征实时的时间变化信息,利用圆盘或方框上的有色区域在整个圆盘或方框上的占比来表征时间变化进度信息。如,有色区域在整个圆盘或方框上的占比用于表征呼叫载具的进度信息。
当准备离开状态标识以时间倒计时的展示形式展示时,示例性的,在准备离开状态标识上设置时间倒计时的提醒信息,这里,时间倒计时的变化信息用于表示呼叫载具的进度信息,随着时间倒计时的不断减小,呼叫载具的进度逐步加快。
(3)等待离开状态用于表征虚拟对象到达处于激活状态下的目标区域,并处于等待离开的状态,如,处于等待离开的状态可以为载具到达目标区域后进行等待的状态,也可以为虚拟对象在激活状态下的目标区域中处于停留的状态。
可选地,等待离开状态在区域标识控件上的表现形式可以使用等待离开状态标识来代替,等待离开状态标识也可以为进度条的展示形式、百分比的展示形式、时间倒计时的展示形式等。
当等待离开状态标识以进度条的展示形式展示时,示例性的,在游戏界面上展示等待离开状态标识对应的进度条,进度条的总长度表示等待离开的时间,例如,可以为载具到达等待的时间,进度条上的移动标识用于表征载具到达等待的时间变化信息,如,移动标识在进度条上的位置用于表征载具到达等待的进度信息。
举例说明,等待离开状态标识可以为带有载具图形的方框,方框上带有进度条,进度条随着时间变化而发生进度变化,用于表示载具到达等待的时间不断缩小,当进度条填满整个方框时,表示载具的到达等待时间结束,触发载具飞离目标区域,其中,进度条的行进方向可以为绕着方框顺时针旋转的方向。
当准备离开状态标识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、方框等,整个圆盘或方框用于表示等待离开的时间,圆盘或方框上的有色区域用于表征载具到达等待的时间变化信息,即利用圆盘或方框上的有色区域在整个圆盘或方框上的占比来表征时间变化信息。如,有色区域在整个圆盘或方框上的占比用于表征载具到达等待的进度信息。
举例说明,等待离开状态标识可以为带有载具图形的方框,随着载具到达等待的时间不断缩小,有色区域逐渐填满整个方框;或,等待离开状态标识可以为带有载具图形的方框,且方框填充有颜色,随着载具到达等待的时间不断缩小,有色区域逐渐缩小,直至整个方框全部被阴影覆盖,阴影面积表示载具已过去的等待时间,此时表示载具等待时间已到达预定时长,载具马上飞离。
当等待离开状态标识以时间倒计时的展示形式展示时,示例性的,在等待离开状态标识上设置时间倒计时的提醒信息,这里,时间倒计时的变化信息用于表示载具到达等 待的进度信息,随着时间倒计时的不断减小,载具到达等待的时间逐渐缩小,当载具的到达等待时间结束,触发载具飞离撤离区域。
(4)冷却状态用于表征虚拟对象从激活状态下的目标区域中成功离开,并对当前目标区域进行一段时间冷却的状态,用于告知玩家已从目标区域中成功离开并取得获胜。
举例说明,冷却状态在区域标识控件上的表现形式可以使用冷却状态标识来代替,冷却状态标识可以为带有字母的方框,且其上设有冷却时间,该冷却时间用于表示可以呼叫下一载具的时间,即在冷却状态表示的冷却时间下,该目标区域处于无效状态,即虚拟对象是不能从该目标区域中离开的。
(5)销毁状态用于表征该目标区域被销毁,被销毁的条件包括被第一区域覆盖。
举例说明,销毁状态在区域标识控件上的表现形式可以使用销毁状态标识来代替,区域销毁状态标识可以为带有字母的方框,且在方框上设有斜线,由于区域销毁状态标识用于表示该目标区域被销毁,所以可以将该区域销毁状态标识设置为灰色,以形象的展示该目标区域被销毁。
在一可选的其他实施方式中,虚拟场景中并不会根据区域限缩规则进行区域调整,也即不存在第一区域,进而当前区域状态信息不包括销毁状态。
本公开实施例提供了目标区域的多种不同的当前区域状态信息,有助于玩家根据不同的当前区域状态信息选择合适的目标区域进行撤离,从而,间接提高了人机交互效率,加快了游戏进程。
此外,上述提到的当前区域状态信息的展示形式较为形象,使得玩家能够熟知控件界面上展示的区域标识控件所对应的当前区域状态信息,提升了玩家针对撤离本次虚拟对战任务的熟练程度,从而,间接的提高了人机交互效率。
示例性的,如图2所示,图2为本公开实施例所提供的一种当前区域状态信息的展示形式的示意图。在图2中所示,分别示出了启动离开状态标识210、准备离开状态标识220、等待离开状态标识230、冷却状态标识250和销毁状态标识240。需要说明的是,这只是一种当前区域状态信息的展示形式的示意图,并不对当前区域状态信息的表现形式做具体限定。
本公开实施例中,激活行为用于将未激活的目标区域调整为激活后的目标区域,其中,激活后的目标区域用于给玩家提供撤离本次虚拟对战任务的空间。该激活行为用于表征服务器接收终端设备响应玩家向终端设备下发的激活操作而得到的激活指令。作为示例,该激活操作可以为对控件界面上表示激活功能的图标、按钮或框图的点击操作,也可以为在控件界面上执行的针对激活功能控件的拖动操作。该激活行为可以表现为虚拟对象到达目标区域,如控制虚拟对象闪现或疾跑到目标区域。
这样一来,场景地图中的位置标识能够提醒玩家在虚拟场景中向目标区域移动的移动方向和移动路线,激活后的目标区域所对应的当前区域状态信息用于提醒玩家当前时刻下目标区域的区域状态信息,以使玩家根据目标区域的区域状态信息选择适合该玩家的目标区域进行撤离,能够使玩家准确快速的到达目标区域完成撤离,提高了人机交互效率。
举例说明,针对与该虚拟对象距离基本一致的第一目标区域和第二目标区域来说,若第一目标区域处于准备离开状态,第二目标区域处于冷却状态,玩家可以优先选择去第一目标区域进行撤离,因为第二目标区域已经处于冷却状态,即使玩家到达第二目标区域,短时间内也无法在进行撤离,这样,有助于玩家节省向目标区域移动的移动时间,进而间接的提高了人机交互效率。
相关方案中,用于撤离的目标区域的当前区域状态信息难以知晓,玩家难以根据目标区域的当前区域状态信息判断是进行寻找目标区域还是继续选择搜索物资。
基于此,一种实施例中,可以将目标区域的当前区域状态信息同步至本次虚拟对战任务中所有存活的虚拟对象。
这里,目标区域的当前区域状态信息会同步至整个虚拟对战中所有存活的虚拟对象,如同时在虚拟对战中的场景地图、场景地图展示区(点开场景地图即可打开该场景地图展示区)、控件界面中用于展示目标区域的当前区域状态信息的当前区域状态标识等。
这样一来,同步整个虚拟对战中目标区域的当前区域状态信息,以便于玩家了解本次虚拟对战任务中不同目标区域的当前区域状态信息,使得玩家无需到达用于撤离的目标区域仍然可以掌握目标区域的当前区域状态信息,有助于玩家根据当前区域状态信息快速找到用于撤离的目标区域并及时完成撤离,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长。
另一种实施例中,可以将调整后的区域标识控件的显示参数表征的当前区域状态信息发送至至少一个其他虚拟对象的游戏界面,其他虚拟对象与虚拟对象属于相同的阵营。
这里,可以根据队友对目标区域的交互情况来更新自己终端设备上的游戏界面中关于目标区域的当前区域状态信息。
具体地,可以将虚拟对象激活的目标区域的当前区域状态信息只实时同步在队友的游戏界面中,以便于队友了解局内不同目标区域的当前区域状态信息,从而使队友更好的进行下一步的战术部署。
这样一来,可以刺激玩家尽快到达目标区域并激活该目标区域,以获取先决胜利条件,有助于优先到达目标区域的玩家以及该玩家的队友尽快从该目标区域撤离,减少了队友在游戏过程中搜索用于撤离的目标区域的耗时,在一定程度上加快了游戏进程,提高了人机交互效率。
由于用于虚拟对象撤离的目标区域需要玩家主动激活后才能使用,为了及时激活目标区域以避免耽误游戏进程的推荐,本公开实施例响应虚拟对象进入激活前的目标区域,在控件界面中显示激活提示信息。
这里,激活提示信息用于提示玩家将当前时刻的目标区域激活为激活状态,该激活提示信息可以为文字提示信息、语音提示信息等,使得玩家可以及时的将目标区域调整为激活状态下的目标区域。
这样一来,通过激活提示信息提醒玩家激活目标区域,可以使玩家及时激活目标区域,避免延误虚拟对战任务中的虚拟对象从激活后的目标区域撤离,有助于推进游戏进程,提高人机交互效率。
进而,在显示激活提示信息之后,响应虚拟对象在目标区域中执行的激活行为,获取激活后的目标区域的当前区域状态信息,将激活后的目标区域的当前区域状态信息调整为启动离开状态,并根据启动离开状态调整区域标识控件的显示参数。
示例性的,当虚拟对象进入目标区域时,在控件界面上显示用于提醒玩家执行激活操作的激活提示信息,同时在游戏界面上显示具有激活功能的图标、按钮、框图或控件等,接收终端设备发送的响应于玩家针对具有激活功能的图标、按钮、框图或控件的触控操作所得到的触控指令,响应于该触控指令,将触控指令所对应的目标区域调整为激活状态下的目标区域。这里,一旦目标区域处于激活状态,就在控件界面上显示启动离开状态标识,并进行全局通报,以使参与本次虚拟对战任务的所有玩家都知晓可以到达该目标区域进行撤离,有助于推进游戏进程。
举例说明,请参阅图3,图3为本公开实施例提供的一种游戏界面的界面示意图之一。如图3所示,当虚拟场景中的目标区域被激活后,游戏界面310中显示场景地图控件320和区域标识控件330,在场景地图控件320中包括虚拟对象的对象标识321和目 标区域的位置标识322,在区域标识控件330中显示目标区域A、B、C、D的当前区域状态信息,如图3中所示,区域标识控件330中展示的目标区域A、B、C、D的当前区域状态信息目前都是启动离开状态。这样,通过在控件界面中展示激活后的目标区域的当前区域状态信息,有助于玩家结合其在虚拟场景中的位置找到合适的目标区域进行撤离,有助于玩家快速到达用于撤离的目标区域并及时完成撤离,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率。
具体地,虚拟对象从目标区域完成撤离需要经过以下步骤:
步骤1031、当虚拟对象进入激活后的目标区域后,响应虚拟对象在目标区域中执行的准备离开行为,获取目标区域的当前区域状态信息,将目标区域的当前区域状态信息调整为准备离开状态,并根据准备离开状态调整区域标识控件的显示参数。
步骤1032、当目标区域的当前区域状态信息调整为准备离开状态后,响应虚拟场景中的载具处于目标区域内,获取载具所处的目标区域的当前区域状态信息,将载具所处的目标区域的当前区域状态信息调整为等待离开状态,并根据等待离开状态调整区域标识控件的显示参数,其中,载具用于搭载虚拟对象,以辅助虚拟对象从目标区域完成撤离。
步骤1033、当载具所处的目标区域的当前区域状态信息调整为等待离开状态后,在件界面中生成载具搭载数量控件;响应虚拟对象在目标区域中执行的撤离行为,减少载具的当前搭载数量,根据载具的当前搭载数量调整载具搭载数量控件的显示参数以表征载具的当前搭载数量;响应虚拟对象在目标场景中满足的撤离条件,判定虚拟对象在目标区域完成撤离。
下面针对步骤1031至步骤1033进行举例说明:
示例性的,在步骤1031中,当虚拟对象进入激活后的目标区域后,响应虚拟对象在虚拟场景中的载具呼叫行为,在控件界面上显示载具呼叫状态标识。其中,载具呼叫行为即为准备离开行为。
示例性的,在步骤1032中,当虚拟场景中的载具到达目标区域后,在控件界面上显示载具等待状态标识。其中,载具等待状态标识对应的载具等待状态即为等待离开状态。
这里,可以通过目标区域中具有载具来表征当前区域状态信息为等待离开状态,以使玩家较为容易的掌握当前区域状态信息,提升了玩家针对撤离本次虚拟对战任务的熟练程度,从而,间接的提高了人机交互效率。
示例性的,在步骤1033中,在载具处于等待离开状态下,响应虚拟对象在虚拟场景中面向载具的载具进入行为,判定虚拟对象在目标区域完成撤离。其中,载具进入行为即为撤离行为。
这里,当载具到达目标区域内时,会在游戏画面上显示攀爬工具,该攀爬工具可以辅助虚拟对象爬上载具,当虚拟对象面向攀爬工具时,会在游戏界面中显示“进入载具按键”,玩家可以触发该“进入载具按键”进入载具。
具体地,在步骤1033中,当虚拟场景中的载具到达目标区域后,在控件界面上还显示载具的当前搭载数量的提示信息。其中,当前搭载数量的提示信息用于提示该载具在本次虚拟对战任务中所能容纳的人数,即用于提示载具能够容纳的最大撤离人数。这里,当前搭载数量随着载具搭载人数的数量变化而发生变化,当载具内搭载一个虚拟对象,当前搭载数量相应的会减掉一个。
这样一来,根据当前搭载数量的提示信息,玩家可以判断是否到达该目标区域进行撤离,可以减少虚拟对象在虚拟场景中的移动时间,进而提高人机交互效率。
举例说明,可以在控件界面上显示载具的当前搭载数量的提示信息,当前搭载数量 的提示信息可以为控件界面上显示的载具能够搭载的所有虚拟对象对应的座位标识,座位标识的数量与虚拟对象的数量保持一致。如,有色座位标识可以指代搭载载具的虚拟对象所占用的座位,无色座位标识可以指代载具还可以搭载虚拟对象的空座位。
举例说明,请参阅图4,图4为本公开实施例提供的一种游戏界面的界面示意图之二。如图4所示,在目标区域生成以后,在本次虚拟对战任务中的虚拟对象340会向目标区域C移动,进而在场景地图控件320中,对象标识321会向目标区域C的位置标识322靠近,同时,区域标识控件330中显示的目标区域A、B、C、D的当前区域状态信息也发生改变,如图4的区域标识控件330中,目标区域A的当前区域状态信息为启动离开状态,目标区域B的当前区域状态信息为销毁状态,目标区域C的当前区域状态信息为等待离开状态,这里为载具等待状态,目标区域D的当前区域状态信息为准备离开状态标识,这里为呼叫载具状态,通过对不同目标区域的不同状态信息展示,可以使玩家选择适合玩家自身的目标区域进行撤离。
举例说明,请参阅图5,图5为本公开实施例提供的一种游戏界面的界面示意图之三。如图5所示,本次虚拟对战任务中存活的虚拟对象340向目标区域D移动,进而在场景地图控件320中,对象标识321会向目标区域D的位置标识322靠近,同时,区域标识控件330中显示的目标区域D的当前区域状态信息为等待离开状态,这里为载具等待状态。此时,虚拟对象340处于目标区域D中,在控件界面上显示当前搭载数量的提示信息350,在当前搭载数量的提示信息350中显示能够搭载所有虚拟对象对应的座位标识,其中,黑色座位标识可以指代搭载载具的虚拟对象所占用的座位,这里表示搭载载具的虚拟对象有两人,白色座位标识可以指代载具还可以搭载虚拟对象的空座位,这里表示载具还可以搭载目标玩家角色的人数为两人。
本公开实施例中,当判定虚拟对象在目标区域完成撤离后,将目标区域的当前区域状态信息调整为冷却状态,并根据冷却状态调整区域标识控件的显示参数。
这里,当虚拟对象在目标区域完成撤离后,在控件界面上显示冷却状态标识,用于提示其他玩家该目标区域刚进行了撤离,导致该目标区域会进行一段时间的冷却,在这段冷却时间内,其他玩家不能在该目标区域进行撤离,从而保证了游戏平衡,进而提升了游戏性能。举例说明,冷却时间内,玩家无法再次呼叫载具撤离,冷却时间结束,可以在撤离区域重新呼叫载具,呼叫载具行为需要玩家触发。
此外,当虚拟对象在目标区域完成撤离后,除了可以在控件界面上显示冷却状态标识之外,还可以选择在游戏画面上播放载具飞走的动画,以更加形象的方式告知玩家撤离成功,这里,增加载具运送的动画展示方式,可以使玩家的撤离感受更为真实,提高游戏品质。
可选地,当目标区域的当前区域状态信息调整为冷却状态后,响应冷却状态对应的冷却时间的结束条件,将当前区域状态信息继续调整为等待离开状态,并根据等待离开状态调整区域标识控件的显示参数。
这里,当目标区域的冷却时间结束,且在该目标区域没有被销毁之前,虚拟对象可以继续到达该目标区域进行撤离,以实现尽快撤离出本次虚拟对战任务的效果,进而提高玩家撤离的效率,加快游戏进程。
在相关游戏中,用于虚拟对象撤离的目标区域会受第一区域的影响,当第一区域随着时间在逐渐扩大时,会将目标区域覆盖,由于第一区域为根据区域限缩规则所确定用于限制虚拟对象执行虚拟对战任务的区域,那么被第一区域覆盖的目标区域就无法提供给虚拟对象进行撤离,这时,可以销毁该目标区域。
一种具体的实施例中,步骤S103还包括:响应虚拟场景中的目标区域处于第一区域内,获取处于第一区域内的目标区域的当前区域状态信息,将处于第一区域内的目标 区域的当前区域状态信息调整为销毁状态,并根据销毁状态调整区域标识控件的显示参数,其中,第一区域为根据区域限缩规则所确定用于限制虚拟对象执行虚拟对战任务的区域。
该步骤中,随着第一区域的扩大,被第一区域覆盖的目标区域逐渐增多,即用于虚拟对象撤离的目标区域越来越少,这样,本次虚拟对战任务中的虚拟对象就需要在躲避第一区域的同时还要到达目标区域进行撤离,限制了虚拟对象在虚拟场景中的活动范围,进而可以避免虚拟对象在虚拟场景中由于移动距离长而导致的耗时久的问题,间接提高了人机交互效率,加快游戏进程。
一种实施例中,当处于第一区域内的目标区域的当前区域状态信息调整为销毁状态后,在虚拟场景的非第一区域内重新生成被销毁的目标区域,并发送用于提示虚拟对象虚拟场景中重新生成目标区域的提示消息。
由于第一区域内的目标区域处于销毁状态,不能用于虚拟对象撤离,本公开实施例可以在虚拟场景的非第一区域内重新生成被销毁的目标区域,这样,由于虚拟对象撤离的目标区域数量基本没有减少,但是本次虚拟对战中的虚拟对象在逐渐减少,可以保证较少的虚拟对象分享较多的撤离资源,这样一来,由于多个目标区域可以同步用于虚拟对象撤离,极大的减少了本次虚拟对战任务中虚拟对象的撤离时间,提高玩家的撤离效率,进而加快游戏进程。
这里,在虚拟场景的非第一区域内随机重新生成被销毁的目标区域。
其中,用于提示虚拟对象虚拟场景中重新生成目标区域的提示消息可以进行全局通报,以使本次虚拟对战任务中的所有存活的虚拟对象都能够收到该提示信息,有助于存活的虚拟对象尽快撤离,以提高撤离效率。
另一种实施例中,当处于第一区域内的目标区域的当前区域状态信息调整为销毁状态后,本次虚拟对战任务中被销毁的目标区域不再重新生成。
这里,本次虚拟对战任务中的目标区域的生成数量是固定的,不会因为处于第一区域内的目标区域被销毁而重新生成,这样一来,由于不需要消耗计算机资源去重新生成被销毁的目标区域,可以提高游戏性能。
在步骤S104中,响应虚拟对象在目标区域中执行的撤离行为,判定虚拟对象在目标区域完成撤离。
本公开实施例中,撤离行为用于表示响应玩家向终端设备下发的撤离操作而得到的撤离指令,以控制虚拟对象在目标区域中进行撤离。作为示例,该撤离操作可以为对游戏界面上表示撤离功能的图标、按钮或框图的点击操作,也可以为在游戏界面上执行的针对撤离功能控件的拖动操作。
示例性的,该撤离行为可以为虚拟对象在目标区域中停留的时间满足预设时间要求的行为,也可以为虚拟对象在目标区域中登上载具的行为,还可以为虚拟对象在目标区域中打开撤离门的行为等,这里,对虚拟对象在目标区域中的撤离行为的表现形式不做具体限定。
一种可选的实施方式中,虚拟对象在目标场景中满足的撤离条件包括以下项中的至少一项:
(1)目标区域中执行撤离行为的虚拟对象的数量达到预设数量要求。
这里,当载具所能搭载的对象数量达到预设数量时,即载具已经无法在搭载其他虚拟对象时,服务器控制载具从目标区域中撤离,以使搭载载具的虚拟对象完成本次虚拟对战任务的撤离。
举例说明,如图5所示,当前搭载数量的提示信息350显示的载具所能搭载的对象数量为4时,当搭载载具的虚拟对象达到4人时,服务器即可控制载具从目标区域中撤 离。
(2)目标区域中的虚拟对象存在的提前撤离行为。
这里,服务器响应于任意一个虚拟对象的提前飞离行为,控制载具从目标区域飞离,以使该虚拟对象完成撤离。
该提前飞离行为可以发生在任意一个虚拟对象搭载载具的时刻,其中,提前飞离行为用于表示服务器接收终端设备响应玩家向终端设备下发的提前飞离操作而得到的提前飞离指令,以控制虚拟对象在目标区域中进行提前飞离。作为示例,该提前飞离操作可以为对游戏界面上表示提前飞离功能的图标、按钮或框图的点击操作,也可以为在游戏界面上执行的针对提前飞离功能控件的拖动操作。
其中,如图5所示,飞离功能控件“提前飞离”350可以设置在游戏界面的中间位置,便于玩家查看,以及时提醒玩家在遇到敌人时可以进行提前飞离行为。
(3)目标区域的当前区域状态信息调整为销毁状态。
示例性的,目标区域被“毒圈”覆盖,由于虚拟对象在第一区域会被直接淘汰,所以当目标区域被第一区域覆盖时,虚拟对象是不能在进入到目标区域中的,这样一来,这个目标区域就是无用的,所以需要在该目标区域被销毁之前之前进行撤离。
上述三种撤离条件都是为了保证玩家在到达目标区域后能够尽快从目标区域完成撤离,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
为了保证游戏的完整性,本公开实施例还包括:当本次虚拟对战任务满足预设结算条件,触发进入本次虚拟对战任务的结算环节;
其中,预设结算条件包括以下项中的任意一项:
(1)本次虚拟对战任务中的虚拟对象从目标区域完成撤离;
这里,每个虚拟对象从目标区域完成撤离后,即对当前的虚拟对象对应的玩家进行本次虚拟对战任务的结算。
(2)本次虚拟对战任务中未被淘汰的所有虚拟对象从目标区域完成撤离。
这里,当本次虚拟对战任务中未被淘汰的所有虚拟对象从目标区域完成撤离后,再对完成撤离的虚拟对象进行结算。
其中,结算环节指的是结束本次虚拟对战任务后,对玩家在本次虚拟对战任务中的表现进行评判的环节,可以通过获取的金币、累计的经验值等形式来展现。进而,在满足了上述预设结算条件后,可以结束本次虚拟对战任务。
本公开实施例提供的游戏中的信息处理方法,使得玩家无需到达用于撤离的目标区域仍然可以掌握目标区域的当前区域状态信息,并且,玩家结合场景地图中实时显示的位置标识和控件界面中显示的目标区域的当前区域状态信息可以更快速的确定出用于撤离的目标区域,有助于玩家快速到达用于撤离的目标区域并及时完成撤离,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
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6,图6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6中所示,本公开实施例提供的游戏中的信息处理装置,通过终端设备提供游戏界面,所述游戏界面包括游戏画面和控件界面,所述游戏画面包括本次虚拟对战任务的虚拟场景,所述控件界面中包括场景地图控件,所述装置600包括:
区域生成模块601,配置成响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中生成至少一目标区域;
控件生成模块602,配置成根据所述至少一目标区域在所述虚拟场景中的方位信息,在所述场景地图控件对应的场景地图中与所述方位信息对应的位置生成对应的至少一位置标识,并在所述控件界面中生成与所述至少一目标区域对应的至少一区域标识控件;
参数调整模块603,配置成响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数以表征所述当前区域状态信息;
撤离响应模块604,配置成响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离。
这里,可以结合场景地图中实时显示的位置标识和控件界面中显示的目标区域的当前区域状态信息更快速的确定出用于撤离的目标区域,有助于玩家快速到达用于撤离的目标区域并及时完成撤离,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
在本公开的一种可选的实施例中,装置600还包括信息同步模块(图中未示出),信息同步模块配置成:将所述目标区域的当前区域状态信息同步至所述本次虚拟对战任务中所有存活的虚拟对象。
这里,同步整个虚拟对战中目标区域的当前区域状态信息,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长。
在本公开的一种可选的实施例中,装置600还包括信息发送模块(图中未示出),信息发送模块配置成:将调整后的区域标识控件的显示参数表征的当前区域状态信息发送至至少一个其他虚拟对象的游戏界面,所述其他虚拟对象与所述虚拟对象属于相同的阵营。
这里,有助于优先到达目标区域的玩家以及该玩家的队友尽快从该目标区域撤离,减少了队友在游戏过程中搜索用于撤离的目标区域的耗时,在一定程度上加快了游戏进程,提高了人机交互效率。
在本公开的一种可选的实施例中,所述预设条件包括以下项中的至少一项:
本次虚拟对战任务的游戏进程到达预设时间点;
这里,可以避免玩家由于不清楚目标区域的生成时间而错失撤离时机的情况,可以加快游戏进程,提高人机交互效率。
本次虚拟对战任务中的虚拟对象到达指定位置;所述指定位置为任一目标区域在所述虚拟场景中的生成位置或所述虚拟场景中预设的用于触发任一目标区域生成的触发位置;
这里,玩家无需等待目标区域生成即可进入目标区域进行撤离,节省时间,减少了玩家为了到达目标区域而与终端设备进行的交互操作,提高了交互效率,加快了游戏进程,同时,计算机内不需要设置针对预设时间点的程序代码,可以降低计算机资源,以提高游戏性能。
本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量;
所述虚拟场景中的第一区域在整个虚拟场景中的比例达到预设数值;其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
这里,本次虚拟对战任务中的所有虚拟对象始终向着一些共同区域前进,在这一区 域争夺资源并进行对战,有助于推动游戏进程,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
在本公开的一种可选实施例中,所述当前区域状态信息包括以下项中的任意一项:
启动离开状态、准备离开状态、等待离开状态、冷却状态和销毁状态。
这里,目标区域的多种不同的当前区域状态信息,有助于玩家根据不同的当前区域状态信息选择合适的目标区域进行撤离,从而,间接提高了人机交互效率,加快了游戏进程。
在本公开的一种可选的实施例中,装置600还包括信息提示模块(图中未示出),信息提示模块配置成:响应所述虚拟对象进入激活前的目标区域,在所述控件界面中显示激活提示信息;
在显示所述激活提示信息之后,参数调整模块603具体配置成:响应虚拟对象在所述目标区域中执行的激活行为,获取激活后的目标区域的当前区域状态信息,将激活后的目标区域的当前区域状态信息调整为启动离开状态,并根据所述启动离开状态调整所述区域标识控件的显示参数。
这里,通过激活提示信息提醒玩家激活目标区域,可以使玩家及时激活目标区域,避免延误虚拟对战任务中的虚拟对象从激活后的目标区域撤离,有助于推进游戏进程,提高人机交互效率。
在本公开的一种可选的实施例中,参数调整模块603具体还配置成:响应所述虚拟场景中的目标区域处于第一区域内,获取处于所述第一区域内的目标区域的当前区域状态信息,将处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态,并根据所述销毁状态调整所述区域标识控件的显示参数,其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
这里,限制了虚拟对象在虚拟场景中的活动范围,进而可以避免虚拟对象在虚拟场景中由于移动距离长而导致的耗时久的问题,间接提高了人机交互效率,加快游戏进程。
在本公开的一种可选的实施例中,装置600还包括生成提示模块(图中未示出),当处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态后,生成提示模块配置成:在所述虚拟场景的非第一区域内重新生成被销毁的目标区域,并发送用于提示所述虚拟对象所述虚拟场景中重新生成目标区域的提示消息。
这里,由于多个目标区域可以同步用于虚拟对象撤离,极大的减少了本次虚拟对战任务中虚拟对象的撤离时间,提高玩家的撤离效率,进而加快游戏进程。
在本公开的一种可选的实施例中,参数调整模块603具体还配置成:响应所述虚拟对象在所述目标区域中执行的准备离开行为,获取所述目标区域的当前区域状态信息,将所述目标区域的当前区域状态信息调整为准备离开状态,并根据所述准备离开状态调整所述区域标识控件的显示参数。
在本公开的一种可选的实施例中,参数调整模块603具体还配置成:响应所述虚拟场景中的载具处于所述目标区域内,获取所述载具所处的目标区域的当前区域状态信息,将所述载具所处的目标区域的当前区域状态信息调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数,其中,所述载具用于搭载所述虚拟对象,以辅助所述虚拟对象从所述目标区域完成撤离。
这里,可以通过目标区域中具有载具来表征当前区域状态信息为等待离开状态,以使玩家较为容易的掌握当前区域状态信息,提升了玩家针对撤离本次虚拟对战任务的熟练程度,从而,间接的提高了人机交互效率。
在本公开的一种可选的实施例中,装置600还包括数量控件生成模块(图中未示出),当所述载具所处的目标区域的当前区域状态信息调整为等待离开状态后,数量控件生成 模块配置成:在所述控件界面中生成载具搭载数量控件;
撤离响应模块604具体配置成:响应所述虚拟对象在所述目标区域中执行的撤离行为,减少所述载具的当前搭载数量,根据所述载具的当前搭载数量调整所述载具搭载数量控件的显示参数以表征所述载具的当前搭载数量;响应所述虚拟对象在所述目标场景中满足的撤离条件,判定所述虚拟对象在所述目标区域完成撤离。
这里,根据当前搭载数量的提示信息,玩家可以判断是否到达该目标区域进行撤离,可以减少虚拟对象在虚拟场景中的移动时间,进而提高人机交互效率。
在本公开的一种可选的实施例中,所述虚拟对象在所述目标场景中满足的撤离条件包括以下项中的至少一项:
所述目标区域中执行撤离行为的虚拟对象的数量达到预设数量要求;
所述目标区域中的虚拟对象存在的提前撤离行为;
所述目标区域的当前区域状态信息调整为销毁状态。
这里,上述三种撤离条件都是为了保证玩家在到达目标区域后能够尽快从目标区域完成撤离,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
在本公开的一种可选的实施例中,当判定所述虚拟对象在所述目标区域完成撤离后,参数调整模块603具体还配置成:将所述目标区域的当前区域状态信息调整为冷却状态,并根据所述冷却状态调整所述区域标识控件的显示参数。
这里,保证了游戏平衡,提升了游戏性能。
在本公开的一种可选的实施例中,当所述目标区域的当前区域状态信息调整为冷却状态后,参数调整模块603具体还配置成:响应所述冷却状态对应的冷却时间的结束条件,将所述当前区域状态信息继续调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数。
这里,当目标区域的冷却时间结束,且在该目标区域没有被销毁之前,虚拟对象可以继续到达该目标区域进行撤离,以实现尽快撤离出本次虚拟对战任务的效果,进而提高玩家撤离的效率,加快游戏进程。
请参阅图7,在本公开的一种可选的实施例中,装置600还包括游戏结算模块605,游戏结算模块605配置成:当所述本次虚拟对战任务满足预设结算条件,触发进入本次虚拟对战任务的结算环节;
其中,所述预设结算条件包括以下项中的任意一项:
本次虚拟对战任务中的虚拟对象从所述目标区域完成撤离;
本次虚拟对战任务中未被淘汰的所有虚拟对象从所述目标区域完成撤离。
这里,保证了游戏的完整性。
请参阅图8,图8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8中所示,所述电子设备800包括处理器801、存储器802和总线803。
所述存储器802存储有所述处理器801可执行的机器可读指令,当电子设备800运行时,所述处理器801与所述存储器802之间通过总线803通信,使得所述处理器801在运行时执行以下指令:
响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中生成至少一目标区域;
根据所述至少一目标区域在所述虚拟场景中的方位信息,在所述场景地图控件对应的场景地图中与所述方位信息对应的位置生成对应的至少一位置标识,并在所述控件界面中生成与所述至少一目标区域对应的至少一区域标识控件;
响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状 态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数以表征所述当前区域状态信息;
响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离。
这里,可以结合场景地图中实时显示的位置标识和控件界面中显示的目标区域的当前区域状态信息更快速的确定出用于撤离的目标区域,有助于玩家快速到达用于撤离的目标区域并及时完成撤离,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
一种可选的实施例中,处理器801执行的指令中,还包括:
将所述目标区域的当前区域状态信息同步至所述本次虚拟对战任务中所有存活的虚拟对象。
这里,同步整个虚拟对战中目标区域的当前区域状态信息,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长。
一种可选的实施例中,处理器801执行的指令中,还包括:
将调整后的区域标识控件的显示参数表征的当前区域状态信息发送至至少一个其他虚拟对象的游戏界面,所述其他虚拟对象与所述虚拟对象属于相同的阵营。
这里,有助于优先到达目标区域的玩家以及该玩家的队友尽快从该目标区域撤离,减少了队友在游戏过程中搜索用于撤离的目标区域的耗时,在一定程度上加快了游戏进程,提高了人机交互效率。
一种可选的实施例中,所述预设条件包括以下项中的至少一项:
本次虚拟对战任务的游戏进程到达预设时间点;
这里,可以避免玩家由于不清楚目标区域的生成时间而错失撤离时机的情况,可以加快游戏进程,提高人机交互效率。
本次虚拟对战任务中的虚拟对象到达指定位置;所述指定位置为任一目标区域在所述虚拟场景中的生成位置或所述虚拟场景中预设的用于触发任一目标区域生成的触发位置;
这里,玩家无需等待目标区域生成即可进入目标区域进行撤离,节省时间,减少了玩家为了到达目标区域而与终端设备进行的交互操作,提高了交互效率,加快了游戏进程,同时,计算机内不需要设置针对预设时间点的程序代码,可以降低计算机资源,以提高游戏性能。
本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量;
所述虚拟场景中的第一区域在整个虚拟场景中的比例达到预设数值;其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
这里,本次虚拟对战任务中的所有虚拟对象始终向着一些共同区域前进,在这一区域争夺资源并进行对战,有助于推动游戏进程,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
一种可选的实施例中,所述当前区域状态信息包括以下项中的任意一项:
启动离开状态、准备离开状态、等待离开状态、冷却状态和销毁状态。
这里,目标区域的多种不同的当前区域状态信息,有助于玩家根据不同的当前区域状态信息选择合适的目标区域进行撤离,从而,间接提高了人机交互效率,加快了游戏进程。
一种可选的实施例中,处理器801执行的指令中,还包括:
响应所述虚拟对象进入激活前的目标区域,在所述控件界面中显示激活提示信息;
响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,包括:
在显示所述激活提示信息之后,响应虚拟对象在所述目标区域中执行的激活行为,获取激活后的目标区域的当前区域状态信息,将激活后的目标区域的当前区域状态信息调整为启动离开状态,并根据所述启动离开状态调整所述区域标识控件的显示参数。
这里,通过激活提示信息提醒玩家激活目标区域,可以使玩家及时激活目标区域,避免延误虚拟对战任务中的虚拟对象从激活后的目标区域撤离,有助于推进游戏进程,提高人机交互效率。
一种可选的实施例中,处理器801执行的指令中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟场景中的目标区域处于第一区域内,获取处于所述第一区域内的目标区域的当前区域状态信息,将处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态,并根据所述销毁状态调整所述区域标识控件的显示参数,其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
这里,限制了虚拟对象在虚拟场景中的活动范围,进而可以避免虚拟对象在虚拟场景中由于移动距离长而导致的耗时久的问题,间接提高了人机交互效率,加快游戏进程。
一种可选的实施例中,处理器801执行的指令中,还包括:
当处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态后,在所述虚拟场景的非第一区域内重新生成被销毁的目标区域,并发送用于提示所述虚拟对象所述虚拟场景中重新生成目标区域的提示消息。
这里,由于多个目标区域可以同步用于虚拟对象撤离,极大的减少了本次虚拟对战任务中虚拟对象的撤离时间,提高玩家的撤离效率,进而加快游戏进程。
一种可选的实施例中,处理器801执行的指令中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟对象在所述目标区域中执行的准备离开行为,获取所述目标区域的当前区域状态信息,将所述目标区域的当前区域状态信息调整为准备离开状态,并根据所述准备离开状态调整所述区域标识控件的显示参数。
一种可选的实施例中,处理器801执行的指令中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟场景中的载具处于所述目标区域内,获取所述载具所处的目标区域的当前区域状态信息,将所述载具所处的目标区域的当前区域状态信息调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数,其中,所述载具用于搭载所述虚拟对象,以辅助所述虚拟对象从所述目标区域完成撤离。
这里,可以通过目标区域中具有载具来表征当前区域状态信息为等待离开状态,以使玩家较为容易的掌握当前区域状态信息,提升了玩家针对撤离本次虚拟对战任务的熟练程度,从而,间接的提高了人机交互效率。
一种可选的实施例中,处理器801执行的指令中,还包括:
当所述载具所处的目标区域的当前区域状态信息调整为等待离开状态后,在所述控件界面中生成载具搭载数量控件;
响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离的步骤,包括:
响应所述虚拟对象在所述目标区域中执行的撤离行为,减少所述载具的当前搭载数 量,根据所述载具的当前搭载数量调整所述载具搭载数量控件的显示参数以表征所述载具的当前搭载数量;
响应所述虚拟对象在所述目标场景中满足的撤离条件,判定所述虚拟对象在所述目标区域完成撤离。
这里,根据当前搭载数量的提示信息,玩家可以判断是否到达该目标区域进行撤离,可以减少虚拟对象在虚拟场景中的移动时间,进而提高人机交互效率。
一种可选的实施例中,所述虚拟对象在所述目标场景中满足的撤离条件包括以下项中的至少一项:
所述目标区域中执行撤离行为的虚拟对象的数量达到预设数量要求;
所述目标区域中的虚拟对象存在的提前撤离行为;
所述目标区域的当前区域状态信息调整为销毁状态。
这里,上述三种撤离条件都是为了保证玩家在到达目标区域后能够尽快从目标区域完成撤离,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
一种可选的实施例中,处理器801执行的指令中,还包括:
当判定所述虚拟对象在所述目标区域完成撤离后,将所述目标区域的当前区域状态信息调整为冷却状态,并根据所述冷却状态调整所述区域标识控件的显示参数。
这里,保证了游戏平衡,提升了游戏性能。
一种可选的实施例中,处理器801执行的指令中,还包括:
当所述目标区域的当前区域状态信息调整为冷却状态后,响应所述冷却状态对应的冷却时间的结束条件,将所述当前区域状态信息继续调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数。
这里,当目标区域的冷却时间结束,且在该目标区域没有被销毁之前,虚拟对象可以继续到达该目标区域进行撤离,以实现尽快撤离出本次虚拟对战任务的效果,进而提高玩家撤离的效率,加快游戏进程。
一种可选的实施例中,处理器801执行的指令中,还包括:
当所述本次虚拟对战任务满足预设结算条件,触发进入本次虚拟对战任务的结算环节;
其中,所述预设结算条件包括以下项中的任意一项:
本次虚拟对战任务中的虚拟对象从所述目标区域完成撤离;
本次虚拟对战任务中未被淘汰的所有虚拟对象从所述目标区域完成撤离。
这里,保证了游戏的完整性。
本公开实施例还提供一种计算机可读存储介质,该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执行以下命令:
响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中生成至少一目标区域;
根据所述至少一目标区域在所述虚拟场景中的方位信息,在所述场景地图控件对应的场景地图中与所述方位信息对应的位置生成对应的至少一位置标识,并在所述控件界面中生成与所述至少一目标区域对应的至少一区域标识控件;
响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数以表征所述当前区域状态信息;
响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离。
这里,可以结合场景地图中实时显示的位置标识和控件界面中显示的目标区域的当前区域状态信息更快速的确定出用于撤离的目标区域,有助于玩家快速到达用于撤离的目标区域并及时完成撤离,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
一种可选的实施例中,计算机可读存储介质执行的指令中,还包括:
将所述目标区域的当前区域状态信息同步至所述本次虚拟对战任务中所有存活的虚拟对象。
这里,同步整个虚拟对战中目标区域的当前区域状态信息,减少了玩家在游戏过程中搜索用于撤离的目标区域的耗时,加快了游戏进程,提高了人机交互效率,使单个虚拟对战任务的游戏时间不至于过长。
一种可选的实施例中,计算机可读存储介质执行的指令中,还包括:
将调整后的区域标识控件的显示参数表征的当前区域状态信息发送至至少一个其他虚拟对象的游戏界面,所述其他虚拟对象与所述虚拟对象属于相同的阵营。
这里,有助于优先到达目标区域的玩家以及该玩家的队友尽快从该目标区域撤离,减少了队友在游戏过程中搜索用于撤离的目标区域的耗时,在一定程度上加快了游戏进程,提高了人机交互效率。
一种可选的实施例中,所述预设条件包括以下项中的至少一项:
本次虚拟对战任务的游戏进程到达预设时间点;
这里,可以避免玩家由于不清楚目标区域的生成时间而错失撤离时机的情况,可以加快游戏进程,提高人机交互效率。
本次虚拟对战任务中的虚拟对象到达指定位置;所述指定位置为任一目标区域在所述虚拟场景中的生成位置或所述虚拟场景中预设的用于触发任一目标区域生成的触发位置;
这里,玩家无需等待目标区域生成即可进入目标区域进行撤离,节省时间,减少了玩家为了到达目标区域而与终端设备进行的交互操作,提高了交互效率,加快了游戏进程,同时,计算机内不需要设置针对预设时间点的程序代码,可以降低计算机资源,以提高游戏性能。
本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量;
所述虚拟场景中的第一区域在整个虚拟场景中的比例达到预设数值;其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
这里,本次虚拟对战任务中的所有虚拟对象始终向着一些共同区域前进,在这一区域争夺资源并进行对战,有助于推动游戏进程,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
一种可选的实施例中,所述当前区域状态信息包括以下项中的任意一项:
启动离开状态、准备离开状态、等待离开状态、冷却状态和销毁状态。
这里,目标区域的多种不同的当前区域状态信息,有助于玩家根据不同的当前区域状态信息选择合适的目标区域进行撤离,从而,间接提高了人机交互效率,加快了游戏进程。
一种可选的实施例中,计算机可读存储介质执行的指令中,还包括:
响应所述虚拟对象进入激活前的目标区域,在所述控件界面中显示激活提示信息;
响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,包括:
在显示所述激活提示信息之后,响应虚拟对象在所述目标区域中执行的激活行为,获取激活后的目标区域的当前区域状态信息,将激活后的目标区域的当前区域状态信息调整为启动离开状态,并根据所述启动离开状态调整所述区域标识控件的显示参数。
这里,通过激活提示信息提醒玩家激活目标区域,可以使玩家及时激活目标区域,避免延误虚拟对战任务中的虚拟对象从激活后的目标区域撤离,有助于推进游戏进程,提高人机交互效率。
一种可选的实施例中,计算机可读存储介质执行的指令中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟场景中的目标区域处于第一区域内,获取处于所述第一区域内的目标区域的当前区域状态信息,将处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态,并根据所述销毁状态调整所述区域标识控件的显示参数,其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
这里,限制了虚拟对象在虚拟场景中的活动范围,进而可以避免虚拟对象在虚拟场景中由于移动距离长而导致的耗时久的问题,间接提高了人机交互效率,加快游戏进程。
一种可选的实施例中,计算机可读存储介质执行的指令中,还包括:
当处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态后,在所述虚拟场景的非第一区域内重新生成被销毁的目标区域,并发送用于提示所述虚拟对象所述虚拟场景中重新生成目标区域的提示消息。
这里,由于多个目标区域可以同步用于虚拟对象撤离,极大的减少了本次虚拟对战任务中虚拟对象的撤离时间,提高玩家的撤离效率,进而加快游戏进程。
一种可选的实施例中,计算机可读存储介质执行的指令中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟对象在所述目标区域中执行的准备离开行为,获取所述目标区域的当前区域状态信息,将所述目标区域的当前区域状态信息调整为准备离开状态,并根据所述准备离开状态调整所述区域标识控件的显示参数。
一种可选的实施例中,计算机可读存储介质执行的指令中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
响应所述虚拟场景中的载具处于所述目标区域内,获取所述载具所处的目标区域的当前区域状态信息,将所述载具所处的目标区域的当前区域状态信息调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数,其中,所述载具用于搭载所述虚拟对象,以辅助所述虚拟对象从所述目标区域完成撤离。
这里,可以通过目标区域中具有载具来表征当前区域状态信息为等待离开状态,以使玩家较为容易的掌握当前区域状态信息,提升了玩家针对撤离本次虚拟对战任务的熟练程度,从而,间接的提高了人机交互效率。
一种可选的实施例中,计算机可读存储介质执行的指令中,还包括:
当所述载具所处的目标区域的当前区域状态信息调整为等待离开状态后,在所述控件界面中生成载具搭载数量控件;
响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离的步骤,包括:
响应所述虚拟对象在所述目标区域中执行的撤离行为,减少所述载具的当前搭载数量,根据所述载具的当前搭载数量调整所述载具搭载数量控件的显示参数以表征所述载 具的当前搭载数量;
响应所述虚拟对象在所述目标场景中满足的撤离条件,判定所述虚拟对象在所述目标区域完成撤离。
这里,根据当前搭载数量的提示信息,玩家可以判断是否到达该目标区域进行撤离,可以减少虚拟对象在虚拟场景中的移动时间,进而提高人机交互效率。
一种可选的实施例中,所述虚拟对象在所述目标场景中满足的撤离条件包括以下项中的至少一项:
所述目标区域中执行撤离行为的虚拟对象的数量达到预设数量要求;
所述目标区域中的虚拟对象存在的提前撤离行为;
所述目标区域的当前区域状态信息调整为销毁状态。
这里,上述三种撤离条件都是为了保证玩家在到达目标区域后能够尽快从目标区域完成撤离,使单个虚拟对战任务的游戏时间不至于过长,进而减少了对终端处理资源和电量资源的浪费。
一种可选的实施例中,计算机可读存储介质执行的指令中,还包括:
当判定所述虚拟对象在所述目标区域完成撤离后,将所述目标区域的当前区域状态信息调整为冷却状态,并根据所述冷却状态调整所述区域标识控件的显示参数。
这里,保证了游戏平衡,提升了游戏性能。
一种可选的实施例中,计算机可读存储介质执行的指令中,还包括:
当所述目标区域的当前区域状态信息调整为冷却状态后,响应所述冷却状态对应的冷却时间的结束条件,将所述当前区域状态信息继续调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数。
这里,当目标区域的冷却时间结束,且在该目标区域没有被销毁之前,虚拟对象可以继续到达该目标区域进行撤离,以实现尽快撤离出本次虚拟对战任务的效果,进而提高玩家撤离的效率,加快游戏进程。
一种可选的实施例中,计算机可读存储介质执行的指令中,还包括:
当所述本次虚拟对战任务满足预设结算条件,触发进入本次虚拟对战任务的结算环节;
其中,所述预设结算条件包括以下项中的任意一项:
本次虚拟对战任务中的虚拟对象从所述目标区域完成撤离;
本次虚拟对战任务中未被淘汰的所有虚拟对象从所述目标区域完成撤离。
这里,保证了游戏的完整性。
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、装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本公开所提供的几个实施例中,应该理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是 各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述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,可以存储在一个处理器可执行的非易失的计算机可读取存储器中。基于这样的理解,本公开的技术方案本质上或者说对相关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器中,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,服务器,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。而前述的存储器包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
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以权利要求的保护范围为准。

Claims (18)

  1. 一种游戏中的信息处理方法,其中,通过终端设备提供游戏界面,所述游戏界面包括游戏画面和控件界面,所述游戏画面包括本次虚拟对战任务的虚拟场景,所述控件界面中包括场景地图控件,所述方法包括:
    响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中生成至少一目标区域;
    根据所述至少一目标区域在所述虚拟场景中的方位信息,在所述场景地图控件对应的场景地图中与所述方位信息对应的位置生成对应的至少一位置标识,并在所述控件界面中生成与所述至少一目标区域对应的至少一区域标识控件;
    响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数以表征所述当前区域状态信息;
    响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离。
  2. 根据权利要求1所述的方法,其中,所述方法还包括:
    将所述目标区域的当前区域状态信息同步至所述本次虚拟对战任务中所有存活的虚拟对象。
  3. 根据权利要求1所述的方法,其中,所述方法还包括:
    将调整后的区域标识控件的显示参数表征的当前区域状态信息发送至至少一个其他虚拟对象的游戏界面,所述其他虚拟对象与所述虚拟对象属于相同的阵营。
  4. 根据权利要求1所述的方法,其中,所述预设条件包括以下项中的至少一项:
    本次虚拟对战任务的游戏进程到达预设时间点;
    本次虚拟对战任务中的虚拟对象到达指定位置;所述指定位置为任一目标区域在所述虚拟场景中的生成位置或所述虚拟场景中预设的用于触发任一目标区域生成的触发位置;
    本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量;
    所述虚拟场景中的第一区域在整个虚拟场景中的比例达到预设数值;其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
  5. 根据权利要求1所述的方法,其中,所述当前区域状态信息包括以下项中的任意一项:
    启动离开状态、准备离开状态、等待离开状态、冷却状态和销毁状态。
  6. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应所述虚拟对象进入激活前的目标区域,在所述控件界面中显示激活提示信息;
    响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,包括:
    在显示所述激活提示信息之后,响应虚拟对象在所述目标区域中执行的激活行为,获取激活后的目标区域的当前区域状态信息,将激活后的目标区域的当前区域状态信息调整为启动离开状态,并根据所述启动离开状态调整所述区域标识控件的显示参数。
  7. 根据权利要求1所述的方法,其中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
    响应所述虚拟场景中的目标区域处于第一区域内,获取处于所述第一区域内的目标区域的当前区域状态信息,将处于所述第一区域内的目标区域的当前区域状态信息调整 为销毁状态,并根据所述销毁状态调整所述区域标识控件的显示参数,其中,所述第一区域为根据区域限缩规则所确定用于限制所述虚拟对象执行所述虚拟对战任务的区域。
  8. 根据权利要求7所述的方法,其中,所述方法还包括:
    当处于所述第一区域内的目标区域的当前区域状态信息调整为销毁状态后,在所述虚拟场景的非第一区域内重新生成被销毁的目标区域,并发送用于提示所述虚拟对象所述虚拟场景中重新生成目标区域的提示消息。
  9. 根据权利要求1所述的方法,其中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
    响应所述虚拟对象在所述目标区域中执行的准备离开行为,获取所述目标区域的当前区域状态信息,将所述目标区域的当前区域状态信息调整为准备离开状态,并根据所述准备离开状态调整所述区域标识控件的显示参数。
  10. 根据权利要求9所述的方法,其中,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数的步骤,还包括:
    响应所述虚拟场景中的载具处于所述目标区域内,获取所述载具所处的目标区域的当前区域状态信息,将所述载具所处的目标区域的当前区域状态信息调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数,其中,所述载具用于搭载所述虚拟对象,以辅助所述虚拟对象从所述目标区域完成撤离。
  11. 根据权利要求10所述的方法,其中,所述方法还包括:
    当所述载具所处的目标区域的当前区域状态信息调整为等待离开状态后,在所述控件界面中生成载具搭载数量控件;
    响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离的步骤,包括:
    响应所述虚拟对象在所述目标区域中执行的撤离行为,减少所述载具的当前搭载数量,根据所述载具的当前搭载数量调整所述载具搭载数量控件的显示参数以表征所述载具的当前搭载数量;
    响应所述虚拟对象在所述目标场景中满足的撤离条件,判定所述虚拟对象在所述目标区域完成撤离。
  12. 根据权利要求11所述的方法,其中,所述虚拟对象在所述目标场景中满足的撤离条件包括以下项中的至少一项:
    所述目标区域中执行撤离行为的虚拟对象的数量达到预设数量要求;
    所述目标区域中的虚拟对象存在的提前撤离行为;
    所述目标区域的当前区域状态信息调整为销毁状态。
  13. 根据权利要求11所述的方法,其中,所述方法还包括:
    当判定所述虚拟对象在所述目标区域完成撤离后,将所述目标区域的当前区域状态信息调整为冷却状态,并根据所述冷却状态调整所述区域标识控件的显示参数。
  14. 根据权利要求13所述的方法,其中,所述方法还包括:
    当所述目标区域的当前区域状态信息调整为冷却状态后,响应所述冷却状态对应的冷却时间的结束条件,将所述当前区域状态信息继续调整为等待离开状态,并根据所述等待离开状态调整所述区域标识控件的显示参数。
  15. 根据权利要求1所述的方法,其中,所述方法还包括:
    当所述本次虚拟对战任务满足预设结算条件,触发进入本次虚拟对战任务的结算环节;
    其中,所述预设结算条件包括以下项中的任意一项:
    本次虚拟对战任务中的虚拟对象从所述目标区域完成撤离;
    本次虚拟对战任务中未被淘汰的所有虚拟对象从所述目标区域完成撤离。
  16. 一种游戏中的信息处理装置,其中,通过终端设备提供游戏界面,所述游戏界面包括游戏画面和控件界面,所述游戏画面包括本次虚拟对战任务的虚拟场景,所述控件界面中包括场景地图控件,所述装置包括:
    区域生成模块,配置成响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中生成至少一目标区域;
    控件生成模块,配置成根据所述至少一目标区域在所述虚拟场景中的方位信息,在所述场景地图控件对应的场景地图中与所述方位信息对应的位置生成对应的至少一位置标识,并在所述控件界面中生成与所述至少一目标区域对应的至少一区域标识控件;
    参数调整模块,配置成响应虚拟对象在所述目标区域中执行的激活行为,获取所述目标区域的当前区域状态信息,根据所述当前区域状态信息调整所述区域标识控件的显示参数以表征所述当前区域状态信息;
    撤离响应模块,配置成响应所述虚拟对象在所述目标区域中执行的撤离行为,判定所述虚拟对象在所述目标区域完成撤离。
  17. 一种电子设备,其中,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任一所述方法的步骤。
  18. 一种计算机可读存储介质,其中,所述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任一所述方法的步骤。
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