WO2024011785A1 - 一种信息处理方法、装置、电子设备及可读存储介质 - Google Patents

一种信息处理方法、装置、电子设备及可读存储介质 Download PDF

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Publication number
WO2024011785A1
WO2024011785A1 PCT/CN2022/128975 CN2022128975W WO2024011785A1 WO 2024011785 A1 WO2024011785 A1 WO 2024011785A1 CN 2022128975 W CN2022128975 W CN 2022128975W WO 2024011785 A1 WO2024011785 A1 WO 2024011785A1
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virtual
character
virtual character
display parameter
marker
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PCT/CN2022/128975
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English (en)
French (fr)
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唐与迪
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网易(杭州)网络有限公司
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Publication of WO2024011785A1 publication Critical patent/WO2024011785A1/zh

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

Definitions

  • the present disclosure relates to the field of game technology, and in particular, to an information processing method, device, electronic device and readable storage medium.
  • the virtual characters in the defending camp need to mark the virtual characters in the attacking camp to clarify the movement direction of the virtual characters in the attacking camp. Therefore, During the game, in order to facilitate the virtual characters in the defending camp to find the virtual characters in the attacking camp in the virtual scene, virtual markers will be displayed in the virtual scene for a long time, and the virtual characters in the defending camp cannot observe them. Virtual markers are always displayed in the area, which virtually increases the data processing capacity of the terminal device and increases the response frequency of the terminal device.
  • the purpose of the present disclosure is to provide an information processing method, device, electronic device and readable storage medium that can control the display timing of virtual markers to avoid displaying virtual markers when there is no need to display them. Furthermore, the data processing pressure of the terminal device can be reduced and the response frequency of the terminal device can be reduced.
  • Embodiments of the present disclosure provide an information processing method that provides a graphical user interface through a terminal device.
  • the graphical user interface includes a virtual scene of a virtual battle, a first virtual character in the first camp, and at least one virtual character in a position different from the one to which he belongs.
  • the information processing method includes:
  • the first display parameter is adjusted to a second display parameter, and the second display parameter is used to control the virtual marker to be displayed in the graphical user interface of the first virtual character.
  • the visibility of the virtual marker displayed in the graphical user interface of the first virtual character with the second display parameter is higher than that in the graphical user interface of the first virtual character with the first display parameter. The visibility of the virtual marker shown in .
  • Embodiments of the present disclosure also provide an information processing device that provides a graphical user interface through a terminal device.
  • the graphical user interface includes a virtual scene of a virtual battle, a first virtual character in the first camp, and at least one virtual character in a different position.
  • the information processing device includes:
  • a target determination module configured to determine a first target character from a set of virtual characters according to preset marking conditions, wherein the set of virtual characters includes at least one second virtual character and the at least one non-player virtual character;
  • a target marking module configured to mark the first target character using a virtual marker of the first virtual character, and control the virtual marker to be displayed in the graphical user interface of the first virtual character with a first display parameter;
  • a display adjustment module configured to adjust the first display parameter to a second display parameter in response to the first touch operation, and use the second display parameter to control the position of the virtual marker on the first virtual character display in a graphical user interface, wherein the visibility of the virtual marker displayed in the graphical user interface of the first virtual character with the second display parameter is higher than that in the first display parameter with the first display parameter.
  • the visibility of virtual markers displayed in the avatar's graphical user interface is higher than that in the first display parameter with the first display parameter.
  • An embodiment of the present disclosure also provides an electronic device, including: a processor, a memory, and a bus.
  • the memory stores machine-readable instructions executable by the processor.
  • the processor and the Memories communicate with each other through a bus, and when the machine-readable instructions are executed by the processor, the steps of the above information processing method are performed.
  • Embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium.
  • the computer program executes the steps of the above information processing method when run by a processor.
  • the information processing method, device, electronic device and readable storage medium determine the first target character from a set of virtual characters according to preset marking conditions, wherein the set of virtual characters includes the at least one the second virtual character and the at least one non-player virtual character; using the virtual marker of the first virtual character to mark the first target character, and using the first display parameter to control the virtual marker on the first virtual character display in the graphical user interface; in response to the first touch operation, adjust the first display parameter to a second display parameter, and use the second display parameter to control the virtual marker to display in the first virtual display in the graphical user interface of the character, wherein the visibility of the virtual marker displayed in the graphical user interface of the first virtual character with the second display parameter is higher than that in the first display parameter with the first display parameter.
  • the visibility of the virtual marker displayed in the first virtual character's graphical user interface In this way, the display timing of the virtual marker can be controlled to avoid displaying the virtual marker when no display is needed, thereby reducing the data processing pressure of the terminal device and reducing the response frequency of the terminal device.
  • Figure 1 is a flow chart of an information processing method provided by an embodiment of the present disclosure
  • Figure 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure
  • Figure 3 is a second schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • Figure 4 is one of the structural schematic diagrams of an information processing device provided by an embodiment of the present disclosure.
  • Figure 5 is a second structural schematic diagram of an information processing device provided by an embodiment of the present disclosure.
  • FIG. 6 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictitious virtual environment.
  • the virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene.
  • the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities.
  • the virtual scene is a scene with complete game logic of virtual objects such as user control.
  • the dynamic object may be a virtual character, a virtual animal, an animation character, etc.
  • the virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player virtual character (Non-Player) set in a virtual scene battle. Character, NPC).
  • AI artificial intelligence
  • Non-Player non-player virtual character
  • Character, NPC non-player virtual character
  • the virtual character is a virtual character competing in a virtual scene.
  • the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle, which is not limited in this embodiment of the disclosure.
  • the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills, virtual props, etc. provided by the application. Fight with other virtual characters.
  • the player character refers to a virtual character that can be controlled by the player to move in the game environment. In some video games, it can also be called a shikigami character or a hero character.
  • the player character may be at least one of different forms such as a virtual character, a virtual animal, an animation character, a virtual vehicle, etc.
  • 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 characters such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
  • the information processing method in one embodiment of the present disclosure can be run on a terminal device or a server.
  • the terminal device may be a local terminal device.
  • the information processing method runs on the server, the information processing method can be implemented and executed based on a cloud interactive system, where the cloud interactive system includes a server and a client device.
  • 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 terminal device for information processing is the cloud cloud gaming 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 terminal device may be a local terminal device.
  • the local terminal device stores game programs and is used to present game screens.
  • 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.
  • An embodiment of the present disclosure provides an implementation environment, which 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 game process display method provided by the present disclosure
  • the game server is a server that executes the game process display method provided by the present disclosure.
  • the client 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 the client.
  • the server establishes a game match based on the client's game request.
  • the parameters of the game may be determined based on the parameters in the received game request.
  • the parameters of the game may include the number of people participating in the game, the level of the characters participating in the game, etc.
  • the server determines a target game game for the client from multiple game games that have been established based on the client's game request.
  • the server determines a target game game for the client through the first terminal device.
  • a graphical user interface of a terminal device displays a virtual scene corresponding to the game.
  • 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 player character controlled by the first user.
  • the first user inputs operating instructions through the graphical user interface to control the player character. Perform corresponding operations in the virtual scene.
  • the second terminal device establishes communication with the game server by running the client.
  • the server establishes a game match according to the client's game request.
  • the parameters of the game may be determined based on the parameters in the received game request.
  • the parameters of the game may include the number of people participating in the game, the level of the characters participating in the game, etc.
  • the server determines a target game game for the client from multiple game games that have been established based on the client's game request.
  • the server determines a target game game for the client through the first
  • the graphical user interface of the second terminal device displays the virtual scene corresponding to the game.
  • 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 player character controlled by the second user.
  • the second user inputs operating instructions through the graphical user interface to control the player character. 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 rendering of the corresponding virtual scene and/or virtual object in the graphical user interface according to the synchronization data sent by the server.
  • the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game.
  • the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device may have the same character attributes, or may have different character attributes.
  • the virtual characters in the current game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices respectively. That is to say, in the current game, There are more than two terminal devices that transmit and synchronize game data with the game server respectively.
  • embodiments of the present disclosure provide an information processing method that can control the display timing of virtual markers to avoid displaying virtual markers when no display is required, thereby reducing the data processing pressure of the terminal device and reducing The response frequency of the terminal device.
  • FIG. 1 is a flow chart of an information processing method provided by an embodiment of the present disclosure.
  • a graphical user interface is provided through a terminal device.
  • the graphical user interface includes a virtual scene of a virtual battle, a first virtual character in a first camp, and at least one second virtual character in a second camp different from the first camp. and at least one non-player virtual character, wherein the first virtual character corresponds to the terminal device; as shown in Figure 1, the information processing method provided by the embodiment of the present disclosure includes:
  • An information processing method provided by an embodiment of the present disclosure determines a first target character to be marked from a virtual character set including at least one second virtual character and at least one non-player character according to preset marking conditions,
  • the first target character is marked with a virtual marker of the first virtual character, and the virtual marker is displayed in the graphical user interface of the first virtual character according to the first display parameter; in response to the first touch operation, the first display
  • the parameters are adjusted to the second display parameters, and the virtual marker is displayed in the graphical user interface of the first virtual character according to the second display parameter; wherein the virtual marker displayed in the graphical user interface of the first virtual character according to the second display parameter
  • the marker has higher visibility than the virtual marker displayed in the graphical user interface of the first virtual character according to the first display parameter. In this way, the display timing of the virtual marker can be controlled to avoid displaying the virtual marker when no display is needed, thereby reducing the data processing pressure of the terminal device and reducing the response frequency of the terminal device.
  • the first player needs to control the first virtual character to search for a second virtual character controlled by the second player in a second camp different from the first camp in the virtual scene, and attack the second virtual character by attacking the second virtual character.
  • Virtual characters to win the game since there are a large number of non-player virtual characters in the virtual scene, and in asymmetric competitive games, the first virtual character does not need to attack non-player virtual characters to win the game; therefore, in this type of game, During the game, the first virtual character needs to pursue the first target character according to the virtual marker marking the first target character.
  • step S101 in order to ensure the smooth progress of the game, the first target character to be marked can be determined from the virtual character set according to the preset marking conditions.
  • the set of virtual characters includes the at least one second virtual character and the at least one non-player virtual character; that is, the second virtual character who is in a second camp different from the first camp to which the first virtual character belongs can be The character is determined as the first target character; a non-player virtual character in the virtual scene can also be determined as the first target character.
  • step S101 includes: in response to the start of the virtual battle, randomly determining the first target character from the set of virtual characters.
  • At least one second virtual character and/or A first target character that needs to be marked by a virtual marker is determined from a set of virtual characters of at least one non-player virtual character.
  • the role type of each second virtual character is determined.
  • the second virtual character can be an offensive type, a detection type, a stealth type, a strategic type, etc.; in this way, you can use
  • the second virtual character belonging to the role type is determined as the first target role.
  • any second virtual character among the multiple second virtual characters of the same role type can be determined as the first target character.
  • the first player who controls the first virtual character chooses to mark the "stealth" second virtual character before the virtual battle begins. Then, at the beginning of this virtual battle, at least one second virtual character will be marked.
  • the "secret” second virtual character among the virtual characters is marked; if there are multiple "secret” second virtual characters in at least one second virtual character, then a "secret” second virtual character is randomly marked, that is, Yes; if there is no "secret” second virtual character in at least one second virtual character, randomly mark a second virtual character of another character type.
  • the first virtual character and the second virtual character have different birth positions respectively. Therefore, when determining the first target object that needs to be marked at the beginning of the virtual battle, you can also refer to the first The birth positions of the virtual character and the second virtual character; specifically, the relative distance between the birth position of each second virtual character and the birth position of the first virtual character is determined, and the closest relative distance to the first virtual character is The second virtual character is determined as the first target character, that is, the second virtual character closest to the first virtual character is determined as the first target character.
  • the degree of completion of game tasks by a virtual character can indirectly indicate the gaming ability of the second virtual character in the game. That is, the higher the degree of game completion of a second virtual character, the higher the degree of game completion of a second virtual character. The stronger the virtual character's gaming ability in the game; conversely, the lower the game completion level of a second virtual character, the weaker the second virtual character's gaming ability in the game; then, for the first virtual character It is said that the target character with strong gaming ability is more meaningful to pursue; therefore, in the process of this virtual battle, compared with other second virtual characters, the second virtual character with the highest game mission completion degree should be more influenced by the first virtual character. The character’s pursuit.
  • the marked condition includes: the game task completion degree is the highest in the virtual battle.
  • the game task completion degree of each virtual character in the virtual character set is monitored in real time.
  • the virtual character with the highest game task completion degree it means that the virtual character with the highest game task completion degree has stronger gaming ability.
  • the virtual character with the highest degree of completion of game tasks is more meaningful to pursue; therefore, the virtual character with the highest degree of completion of game tasks can be determined as the first target character.
  • step S102 after the first target character to be marked is determined, the virtual marker of the first virtual character can be used to mark the first target character; at the same time, the virtual marker is controlled according to the first display parameter.
  • the first virtual character is displayed in a graphical user interface.
  • the virtual marker is controlled to be displayed in the graphical user interface of the first virtual character according to the first display parameter. Specifically, it includes displaying the virtual marker on the graphic of the first virtual character in a state where the first virtual character is invisible. In the user interface, it also includes displaying the virtual marker in a graphical user interface of the first virtual character in a low-visibility state, which can be adjusted according to actual conditions.
  • the virtual marker is a special marker that can be displayed in the virtual scene.
  • the first virtual character determines the moving direction of the first target character by observing the virtual marker displayed in the virtual scene, and then realizes the pursuit of the first target character.
  • the virtual marker can be displayed in any form, for example, it can be any marker symbol (eg, exclamation point, etc.), virtual object (eg, smoke, halo, etc.).
  • the first target character can be a second virtual character in a different camp from the first virtual character, that is, the second virtual character is a hostile virtual character of the first virtual character; the first target character can also be a non-player virtual character in the game. Role.
  • the virtual markers always surround the first target character; that is, the virtual markers marking the first target character will not gradually disappear over time until Until the life status of the first target character changes to the dead state, the marking of the first target character will be terminated.
  • the virtual marker may surround the first target character in a form of gradually disappearing within the predetermined display time; that is, surround the non-player virtual character within the predetermined display time
  • the virtual markers gradually disappear over time until they disappear completely.
  • the first target character can interact with other virtual characters in the virtual scene in the alive state, and use the virtual marker carried to mark the first target character to satisfy the interaction requirements.
  • Mark the second target character who meets the condition; that is, the first target character is configured to use the virtual marker to mark the second target character that meets the interaction condition with the first target character; thereby, realizing the virtual marker Diffusion in the virtual scene of the game.
  • Interaction conditions may include contact, fighting, etc. with the first target character; that is, when the second target character comes into contact with the first target character, the marking of the second target character can be achieved.
  • the display state of the virtual marker compared to the first virtual character in the virtual scene can be roughly divided into two types; the first one is that when the first virtual character does not release the skill to detect the virtual marker, the display state of the virtual marker can be roughly divided into two types.
  • the display state of the virtual marker relative to the first virtual character in the virtual scene is set to a state in which the first virtual character is invisible;
  • the second is that when the first virtual character releases the skill of detecting the virtual marker, the virtual marker can be positioned relative to the first virtual marker in the virtual scene by changing the display parameters used to control the display of the virtual marker.
  • the display state of the virtual character is set to a state visible to the first virtual character, that is, when the first virtual character releases the skill of detecting the virtual marker, the first virtual character can observe the virtual marker in the virtual scene, thereby , assisting the first virtual character to pursue the first target character according to the displayed virtual marker.
  • step S103 in response to the first touch operation, a change in the display parameter of the virtual marker is triggered, and the first display parameter originally used to display the virtual marker is adjusted to a second display parameter; at the same time, according to the adjusted first display parameter
  • the second display parameter controls the virtual marker to be displayed in the graphical user interface of the first virtual character. Specifically, it includes displaying the virtual marker in the graphical user interface of the first virtual character in a state that is clearly visible to the first virtual character.
  • the first display parameter is adjusted to the second display parameter in response to the first touch operation. Specifically, when the first player presses the control corresponding to the first touch operation, the first display parameter is adjusted to the second display parameter.
  • the first display parameter can be adjusted to the second display parameter; wherein the first player can issue a triggering instruction for the first touch operation through the control and/or a preset combination key; or a preset key combination in the game controller, for example : L1 key, R1 key, etc.
  • the first player can touch the keys with fingers, mouse, etc.; or through the preset key combinations in the keyboard, for example, the ctrl key, alt key, Buttons such as the a key and the preset buttons can be manually set according to the needs of the first player.
  • the first display parameter in response to the first touch operation, is adjusted to a second display parameter, and the second display parameter is used to control the virtual marker to move on the first Displayed in the virtual character's graphical user interface, including:
  • Step 1 In response to the first touch operation, control the first virtual character to release a first skill, and determine the skill release range and skill effective time of the first skill in the graphical user interface of the first virtual character.
  • the first virtual character in response to the first touch operation exerted by the first player on the skill release control, the first virtual character is controlled to release the first skill in the virtual scene, and the skill release that the first skill affects in the virtual scene is determined.
  • Step 2 During the skill effective time, adjust the first display parameter to a second display parameter, and use the second display parameter to control the virtual marker to display within the skill release range.
  • the first display parameter originally used to display the virtual marker is adjusted to the second display parameter, and within the skill release range of the first skill, according to the second display parameter Display the virtual markers; that is, the first virtual character can observe the virtual markers existing within the skill release range of the first skill during the skill effective time of the first skill.
  • the first virtual character can use the small map displayed in the graphical user interface to clarify his location, and, in some special circumstances, for example, when the second virtual character is in a hostile state with the first virtual character
  • the area where the second virtual character is located can also be roughly displayed.
  • the first virtual character can use the small map displayed in the graphical user interface to clarify the area where the second virtual character is located.
  • a small map is displayed in the graphical user interface; the information processing method further includes: while controlling the first virtual character to release the first skill, controlling the small map with a third display parameter.
  • the first area and/or the second area are displayed in the graphical user interface of the first virtual character;
  • the first area and/or the second area in the minimap are displayed in the graphical user interface of the first virtual character according to the third display parameter; specifically, It may include displaying the first area and/or the second area in the graphical user interface of the first virtual character in a state where the first virtual character is invisible; that is, at this time, for the first virtual character, it is impossible to display the first area and/or the second area in the minimap. distinguish between the first area and/or the second area.
  • the first area refers to the fuzzy exposed area in the game where the second virtual character may exist; the second area refers to the precise exposed area of the second virtual character in the game.
  • the first area and/or the second area in the minimap are displayed in the graphical user interface of the first virtual character according to the fourth display parameter; specifically, It may include displaying the first area and/or the second area in the graphical user interface of the first virtual character in a state where the first virtual character is clearly visible; that is, at this time, for the first virtual character, it can still be displayed in a small
  • the fourth display parameter specifically, It may include displaying the first area and/or the second area in the graphical user interface of the first virtual character in a state where the first virtual character is clearly visible; that is, at this time, for the first virtual character, it can still be displayed in a small
  • a distinction is made in the map between a first area and/or a second area.
  • the first area refers to the fuzzy exposed area in the game where the second virtual character may exist; the second area refers to the precise exposed area in the game where the second virtual character is currently located.
  • the visibility of the first area and/or the second area displayed in the mini-map of the graphical user interface of the first virtual character with the fourth display parameter is higher than the visibility of the first area and/or the second area displayed with the third display parameter. Visibility of the first area and/or the second area displayed in the minimap of the graphical user interface of the first avatar.
  • the key to winning the game is to prevent the game camp to which the second virtual character belongs from successfully completing all game tasks. Then, for the first virtual character, in different situations The target character with pursuit significance under the progress of the virtual battle is not static and needs to change according to the actual situation of the virtual battle.
  • the graphical user interface includes a character identifier corresponding to the second virtual character.
  • the information processing method It also includes: controlling to display mark information indicating that the first target character has been marked at a character identifier corresponding to the first target character in the second virtual character.
  • the graphical user interface includes a character identifier corresponding to the second virtual character.
  • the first target character is processed using the virtual marker of the first virtual character.
  • mark information indicating that the first target character has been marked is displayed at the character identifier corresponding to the first target character in the second virtual character displayed in the graphical user interface; specifically, the graphical user interface may display The role identification of the first target character (for example, character avatar, etc.), and the marking information that the first target character is marked (for example, a specially set marking identification, etc.) is displayed around the role identification; here, it represents that the first target character is marked.
  • the mark information of the mark does not overlap with the display position of other mark information; that is, the mark information indicating that the first target character is marked will not be blocked by other mark information, preventing the first player who controls the first virtual character from being unable to clearly understand the virtual battle. Marking situation in .
  • FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • the graphical user interface 2a displays a first virtual character 2b, a character identifier 2c-1 of the second virtual character through a character identifier 2c-3 of the second virtual character, a skill control 2d for the first skill, and a skill control 2d for the first skill.
  • the virtual marker 2g in the virtual scene is such that the virtual marker 2g is in a visible state relative to the first virtual character at this time.
  • the first target character 2e in the graphical user interface 2a of the first virtual character Virtual markers 2g are displayed around it; since the first target character 2e is in the process of being marked, at this time, a mark identifier 2h indicating that the first target character 2e has been marked can be displayed around the character identifier 2f of the first target character 2e. .
  • the information processing method further includes: controlling the first virtual character to acquire the virtual marker, and updating the virtual attribute value of the first virtual character according to the acquired virtual marker; When the virtual attribute value reaches the preset threshold, in response to the second touch operation, the first virtual character is controlled to perform the corresponding game behavior.
  • the first player acquires the virtual marker carried by the first target character and/or the second target character.
  • the virtual marker carried by the first virtual character is updated according to the obtained virtual marker.
  • the virtual attribute values may include the health value, attack power value, anger value and other game-related parameter values of the first virtual character; here, the anger value is the parameter value required by the first virtual character to transform its own form, for example , when the anger value reaches the preset threshold, the first player can trigger a change in the form of the first virtual character, so that the first virtual character can obtain better attack effects and reduce the need for the first virtual character to kill other characters. time, further speeding up the game process and shortening the time required for the game.
  • the first virtual character's own virtual attribute value reaches a preset threshold by acquiring a virtual marker
  • the first virtual character is controlled to perform a corresponding game behavior in response to the second touch operation performed by the first player.
  • game behavior refers to the game behavior that the first virtual character can exist in the game, such as attacking the first target character, changing one's own form, using game skills to attack, etc.
  • updating the virtual attribute value of the first virtual character according to the acquired virtual marker includes: determining the current attribute of the virtual marker based on the current fresh attribute of the virtual marker. Value; update the virtual attribute value of the first virtual character according to the current attribute value.
  • the status of the virtual marker gradually changes from fresh to disappeared; that is, the current fresh attribute of the virtual marker is consistent with the virtual marker.
  • the marked marking time is negatively correlated; for example, the virtual marker has three fresh attributes, fresh attribute 1: fresh, fresh attribute 2: old, fresh attribute 3: about to dissipate. It is assumed that the virtual marker is The duration of the mark on the first target character is 15 seconds. When it is 0 to 5 seconds, the virtual marker is in the fresh state. When it is 6 to 10 seconds, the virtual marker is in the stale state. When it is 11 to 15 seconds, the virtual marker is in the imminent state. The state of dissipation.
  • the marking time of the virtual marker is 15 seconds as an example
  • the fresh attribute of the virtual marker is fresh attribute 1, that is, the virtual marker is in a fresh state.
  • the fresh attribute of the virtual marker is fresh attribute 2, that is, the virtual marker is in an old state.
  • the fresh attribute of the virtual marker is fresh attribute 3, that is, the virtual marker is in a state of being about to dissipate.
  • the attribute value of the virtual marker will also change; specifically, the attribute value of the virtual marker gradually decreases as the freshness attribute decreases; that is, the current attribute value is negative with the current freshness attribute. Correlation; for example, under the fresh attribute 1 (in the fresh state) the attribute value of the virtual marker is 3, under the fresh attribute 2 (in the old state) the attribute value of the virtual marker is 2, in the fresh attribute
  • the attribute value of the virtual marker after 3 times (when it is about to dissipate) is 1.
  • the current attribute parameter of the virtual marker obtained by the first virtual character is determined; corresponding to the above embodiment, when the current fresh attribute of the virtual marker is 1, the current attribute of the virtual marker The value is 3; when the current fresh attribute of the virtual marker is 2, the current attribute value of the virtual marker is 2; when the current fresh attribute of the virtual marker is 3, the current attribute value of the virtual marker is 1.
  • the virtual attribute value of the first virtual character is updated using the current attribute parameter of the virtual marker.
  • the virtual attribute values may include the health value, attack power value, anger value and other game-related parameter values of the first virtual character; here, the anger value is the parameter value required by the first virtual character to transform its own form, for example , when the anger value reaches the preset threshold, the first player can trigger a change in the form of the first virtual character, so that the first virtual character can obtain better attack effects and reduce the need for the first virtual character to kill other characters. time, further speeding up the game process and shortening the time required for the game.
  • the first virtual character includes a first form and a second form
  • the first virtual character when the virtual attribute value reaches a preset threshold, in response to a second touch operation, the first virtual character is controlled to The character performs corresponding game behavior, including: when the virtual attribute value reaches a preset threshold, in response to the second touch operation, controlling the first virtual character to switch from the current first form to the second form. form, and configure second character attribute parameters corresponding to the second form for the first virtual character.
  • the applied third trigger operation controls the first virtual character to achieve a change in form, and controls the first virtual character to convert from the current first form to the second form.
  • the first virtual character can have different attack skills in the first form and the second form respectively to attack the hostile virtual character; the first virtual character can also have the same attack skills in the first form and the second form.
  • the attack effect of using this attack skill in the second form is significantly better than the attack effect of using this attack skill in the first form; for the settings of attack skills in different forms, you can It depends on the actual situation and is not limited here.
  • the first virtual character in response to the second touch operation, is controlled to perform the corresponding game behavior. Specifically, when the first player presses the control corresponding to the second touch operation, the first virtual character is controlled to perform the corresponding game behavior.
  • the first virtual character can be controlled to perform corresponding game behaviors in the virtual scene; wherein, the first player can issue a triggering instruction for the second touch operation through the control and/or preset combination keys; or a preset combination in the game controller keys, such as: L1 key, R1 key, etc.
  • the first player can touch the keys with fingers, mouse, etc.; or through preset key combinations in the keyboard, for example, the ctrl key, Keys such as alt key, a key, and preset keys can be manually set according to the needs of the first player.
  • the information processing method further includes:
  • the first virtual character is controlled to interact with the second character in the virtual scene in the first form through a first interaction method.
  • the virtual character and/or the non-player virtual character interact; wherein the first interaction method includes normal attack, skill attack, etc.
  • the first virtual character in response to a third touch operation, is controlled to interact with the second virtual character and/or the non-player virtual character in the virtual scene in a first form.
  • the first virtual character can be controlled to interact with the second virtual character in the virtual scene and/or the non-player character in the virtual scene in the first form.
  • the player's virtual character interacts; among them, the first player can issue a triggering instruction for the third touch operation through buttons and/or a preset combination of keys; or a preset key combination in a game controller, such as the L1 key in a game controller , R1 key, etc.; specifically, the first player can touch the keys with fingers, mouse, etc.; or through the preset key combinations in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard, preset Buttons can be manually set according to the needs of the first player.
  • the first virtual character is controlled to interact with the second character in the virtual scene through a second interaction method in the second form.
  • the virtual character and/or the non-player virtual character interact; wherein the second interaction method includes normal attack, skill attack, etc.
  • the first virtual character in response to a fourth touch operation, is controlled to interact with the second virtual character and/or the non-player virtual character in the virtual scene in a second form.
  • the first virtual character can be controlled to interact with the second virtual character in the virtual scene and/or the non-player character in the virtual scene in the second form.
  • the player's virtual character interacts; wherein, the first player can issue a triggering instruction for the fourth touch operation through buttons and/or preset combination keys; or a preset key combination in a game controller, such as: the L1 key in a game controller , R1 key, etc.; specifically, the first player can touch the keys with fingers, mouse, etc.; or through the preset key combinations in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard, preset Buttons can be manually set according to the needs of the first player.
  • the interaction range and movement speed of the first virtual character interacting with other virtual characters (including the second virtual character and/or non-player virtual character) in the first form are both smaller than that of the first virtual character in the second form.
  • the interaction range and movement speed of interacting with other avatars (including second avatars and/or non-player avatars) in the form are both smaller than that of the first virtual character in the second form.
  • FIG. 3 is a second schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • the graphical user interface 3a displays a first virtual character 3b, a character identifier 3c-1 of the second virtual character through a character identifier 3c-3 of the second virtual character, a form switching control 3d, and virtual attribute values.
  • the first virtual character 3b is controlled to switch from the first form to the second form 3h.
  • the information processing method provided by the embodiment of the present disclosure determines a first target character from a set of virtual characters according to preset marking conditions, wherein the set of virtual characters includes the at least one second virtual character and the at least one non- The player virtual character; uses the virtual marker of the first virtual character to mark the first target character, and uses the first display parameter to control the virtual marker to be displayed in the graphical user interface of the first virtual character; in response to A first touch operation adjusts the first display parameter to a second display parameter, and uses the second display parameter to control the virtual marker to be displayed in the graphical user interface of the first virtual character, wherein , the visibility of the virtual marker displayed in the graphical user interface of the first virtual character with the second display parameter is higher than that displayed in the graphical user interface of the first virtual character with the first display parameter. The visibility of the virtual marker. In this way, the display timing of the virtual marker can be controlled to avoid displaying the virtual marker when no display is needed, thereby reducing the data processing pressure of the terminal device and reducing the response frequency of the terminal device.
  • FIG. 4 is a first structural schematic diagram of an information processing device provided by an embodiment of the present disclosure.
  • FIG. 5 is a second structural schematic diagram of an information processing device provided by an embodiment of the present disclosure.
  • a graphical user interface is provided through a terminal device.
  • the graphical user interface includes a virtual scene of a virtual battle, a first virtual character in a first camp, and at least one second virtual character in a second camp different from the first camp. and at least one non-player virtual character, wherein the first virtual character corresponds to the terminal device; as shown in Figure 4, the information processing device 400 includes:
  • the target determination module 410 is used to determine the first target character from a set of virtual characters according to preset marking conditions, wherein the set of virtual characters includes at least one second virtual character and the at least one non-player virtual character;
  • the target marking module 420 is used to mark the first target character using the virtual marker of the first virtual character, and control the virtual marker to be displayed in the graphical user interface of the first virtual character with the first display parameter. ;
  • the display adjustment module 430 is configured to adjust the first display parameter to a second display parameter in response to the first touch operation, and use the second display parameter to control the position of the virtual marker on the first virtual character. display in the graphical user interface, wherein the visibility of the virtual marker displayed in the graphical user interface of the first virtual character with the second display parameter is higher than that in the first display parameter with the first display parameter. The visibility of virtual markers displayed in an avatar's graphical user interface.
  • the first target character is configured to use the virtual marker to mark a second target character that meets the interaction condition with the first target character.
  • the target determination module 410 is used to determine the first target character from the set of virtual characters according to preset marking conditions, the target determination module 410 is used to:
  • the virtual character in the virtual character set that satisfies the marked condition is determined as the first target character.
  • the marked conditions include: having the highest degree of completion of game tasks in the virtual battle.
  • the graphical user interface includes a character identification corresponding to the second virtual character.
  • the information The processing device 400 also includes a mark reminder module 440, which is used to:
  • the display adjustment module 430 is configured to adjust the first display parameter to a second display parameter in response to the first touch operation, and control the position of the virtual marker with the second display parameter.
  • the display adjustment module 430 is used to:
  • control the first virtual character In response to the first touch operation, control the first virtual character to release a first skill, and determine the skill release range and skill effective time of the first skill in the graphical user interface of the first virtual character;
  • the first display parameter is adjusted to a second display parameter, and the second display parameter is used to control the virtual marker to display within the skill release range.
  • the information processing device 400 also includes an area display module 450, and the area display module 450 is used for:
  • the visibility of the first area and/or the second area displayed in the mini-map of the graphical user interface of the first virtual character with the fourth display parameter is higher than the visibility of the first area and/or the second area displayed with the third display parameter. Visibility of the first area and/or the second area displayed in the minimap of the graphical user interface of the first avatar.
  • the information processing device 400 also includes an acquisition module 460, the acquisition module 460 is used to:
  • the first virtual character is controlled to perform the corresponding game behavior.
  • the first virtual character includes a first form and a second form
  • the acquisition module 460 is configured to control the first virtual character in response to a second touch operation when the virtual attribute value reaches a preset threshold.
  • the acquisition module 460 is used to:
  • the first virtual character is controlled to switch from the current first form to the second form, and the first virtual character is controlled to switch to the second form.
  • the character is configured with second character attribute parameters corresponding to the second form.
  • the acquisition module 460 is used to update the virtual attribute value of the first virtual character according to the acquired virtual marker, the acquisition module 460 is used to:
  • the current attribute value of the virtual marker is determined according to the current freshness attribute of the virtual marker; wherein, the current freshness attribute of the virtual marker is negatively correlated with the marking time when the virtual marker is marked; The current attribute value is negatively correlated with the current fresh attribute;
  • the information processing device determines a first target character from a set of virtual characters according to preset marking conditions, wherein the set of virtual characters includes the at least one second virtual character and the at least one non- The player virtual character; uses the virtual marker of the first virtual character to mark the first target character, and uses the first display parameter to control the virtual marker to be displayed in the graphical user interface of the first virtual character; in response to A first touch operation adjusts the first display parameter to a second display parameter, and uses the second display parameter to control the virtual marker to be displayed in the graphical user interface of the first virtual character, wherein , the visibility of the virtual marker displayed in the graphical user interface of the first virtual character with the second display parameter is higher than that displayed in the graphical user interface of the first virtual character with the first display parameter. The visibility of the virtual marker. In this way, the display timing of the virtual marker can be controlled to avoid displaying the virtual marker when no display is needed, thereby reducing the data processing pressure of the terminal device and reducing the response frequency of the terminal device.
  • FIG. 6 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the electronic device 600 includes a processor 610, a memory 620 and a bus 630.
  • the memory 620 stores machine readable instructions executable by the processor 610.
  • the processor 610 and the memory 620 communicate through the bus 630, the processor 610 executes the machine-readable instructions, and the preamble part of the method item of the processor 610 is to follow these steps:
  • the first display parameter is adjusted to a second display parameter, and the second display parameter is used to control the virtual marker to be displayed in the graphical user interface of the first virtual character.
  • the visibility of the virtual marker displayed in the graphical user interface of the first virtual character with the second display parameter is higher than that in the graphical user interface of the first virtual character with the first display parameter. The visibility of the virtual marker shown in .
  • the processor 610 when the processor 610 is used to determine the first target character from the set of virtual characters according to preset marking conditions, it is specifically used to:
  • the virtual character in the virtual character set that satisfies the marked condition is determined as the first target character.
  • the marked condition includes: the highest degree of game task completion in the virtual battle.
  • the graphical user interface includes a character identification corresponding to the second virtual character, and after the step of marking the first target character using the virtual marker of the first virtual character, the processor 610 also execute:
  • the processor 610 is configured to adjust the first display parameter to a second display parameter in response to the first touch operation, and control the virtual machine with the second display parameter.
  • the marker is displayed in the graphical user interface of the first virtual character, it is specifically used for:
  • control the first virtual character In response to the first touch operation, control the first virtual character to release a first skill, and determine the skill release range and skill effective time of the first skill in the graphical user interface of the first virtual character;
  • the first display parameter is adjusted to a second display parameter, and the second display parameter is used to control the virtual marker to display within the skill release range.
  • a small map is displayed in the graphical user interface of the first virtual character; the processor 610 also executes:
  • the visibility of the first area and/or the second area displayed in the mini-map of the graphical user interface of the first virtual character with the fourth display parameter is higher than the visibility of the first area and/or the second area displayed with the third display parameter. Visibility of the first area and/or the second area displayed in the minimap of the graphical user interface of the first avatar.
  • the processor 610 also performs:
  • the first virtual character is controlled to perform the corresponding game behavior.
  • the first virtual character includes a first form and a second form
  • the processor 610 is configured to perform, in response to the second touch operation, when the virtual attribute value reaches a preset threshold. , when controlling the first virtual character to perform the corresponding game behavior, it is specifically used for:
  • the first virtual character is controlled to switch from the current first form to the second form, and the first virtual character is controlled to switch to the second form.
  • the character is configured with second character attribute parameters corresponding to the second form.
  • the processor 610 when the processor 610 is used to update the virtual attribute value of the first virtual character according to the obtained virtual marker, it is specifically used to:
  • the current attribute value of the virtual marker is determined according to the current freshness attribute of the virtual marker; wherein, the current freshness attribute of the virtual marker is negatively correlated with the marking time when the virtual marker is marked; The current attribute value is negatively correlated with the current fresh attribute;
  • the first target character to be marked is determined from the virtual character set including at least one second virtual character and at least one non-player character, and the virtual mark of the first virtual character is used mark the first target character, and display the virtual marker in the graphical user interface of the first virtual character according to the first display parameter; in response to the first touch operation, adjust the first display parameter to the second display parameter, And display the virtual marker in the graphical user interface of the first virtual character according to the second display parameter; wherein the virtual marker displayed in the graphical user interface of the first virtual character according to the second display parameter is compared with the virtual marker according to the first display parameter.
  • the display parameter allows the virtual marker to be displayed in the graphical user interface of the first virtual character to have higher visibility.
  • the display timing of the virtual marker can be controlled to avoid displaying the virtual marker when no display is needed, thereby reducing the data processing pressure of the terminal device and reducing the response frequency of the terminal device.
  • it can also combine the actual situation during the virtual battle process to adjust the marked target character in real time during the virtual battle process, making the marked target character more valuable to be chased by the first virtual character compared to other characters, and then, It can better assist the first virtual character, further reduces the first virtual character's search for the target character in the virtual battle, and speeds up the game process.
  • Embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium. The computer program is executed when a processor runs, and the processor performs the following steps:
  • the first display parameter is adjusted to a second display parameter, and the second display parameter is used to control the virtual marker to be displayed in the graphical user interface of the first virtual character.
  • the visibility of the virtual marker displayed in the graphical user interface of the first virtual character with the second display parameter is higher than that in the graphical user interface of the first virtual character with the first display parameter. The visibility of the virtual marker shown in .
  • the processor when used to determine the first target character from the set of virtual characters according to preset marking conditions, it is specifically used to:
  • the virtual character in the virtual character set that satisfies the marked condition is determined as the first target character.
  • the marked condition includes: the highest degree of game task completion in the virtual battle.
  • the graphical user interface includes a character identification corresponding to the second virtual character, and after the step of marking the first target character using the virtual marker of the first virtual character, the processor further implement:
  • the processor is configured to adjust the first display parameter to a second display parameter in response to the first touch operation, and control the virtual mark with the second display parameter.
  • the object is displayed in the graphical user interface of the first virtual character, it is specifically used for:
  • control the first virtual character In response to the first touch operation, control the first virtual character to release a first skill, and determine the skill release range and skill effective time of the first skill in the graphical user interface of the first virtual character;
  • the first display parameter is adjusted to a second display parameter, and the second display parameter is used to control the virtual marker to display within the skill release range.
  • a small map is displayed in the graphical user interface of the first virtual character; the processor also executes:
  • the visibility of the first area and/or the second area displayed in the mini-map of the graphical user interface of the first virtual character with the fourth display parameter is higher than the visibility of the first area and/or the second area displayed with the third display parameter. Visibility of the first area and/or the second area displayed in the minimap of the graphical user interface of the first avatar.
  • the processor further performs:
  • the first virtual character is controlled to perform the corresponding game behavior.
  • the first virtual character includes a first form and a second form
  • the processor is configured to perform when the virtual attribute value reaches a preset threshold, in response to the second touch operation,
  • the processor is specifically used for:
  • the first virtual character is controlled to switch from the current first form to the second form, and the first virtual character is controlled to switch to the second form.
  • the character is configured with second character attribute parameters corresponding to the second form.
  • the processor when used to update the virtual attribute value of the first virtual character according to the acquired virtual marker, it is specifically used to:
  • the current attribute value of the virtual marker is determined according to the current freshness attribute of the virtual marker; wherein, the current freshness attribute of the virtual marker is negatively correlated with the marking time when the virtual marker is marked; The current attribute value is negatively correlated with the current fresh attribute;
  • the first target character to be marked is determined from the virtual character set including at least one second virtual character and at least one non-player character, and the virtual mark of the first virtual character is used mark the first target character, and display the virtual marker in the graphical user interface of the first virtual character according to the first display parameter; in response to the first touch operation, adjust the first display parameter to the second display parameter, And display the virtual marker in the graphical user interface of the first virtual character according to the second display parameter; wherein the virtual marker displayed in the graphical user interface of the first virtual character according to the second display parameter is compared with the virtual marker according to the first display parameter.
  • the display parameter allows the virtual marker to be displayed in the graphical user interface of the first virtual character to have higher visibility.
  • the display timing of the virtual marker can be controlled to avoid displaying the virtual marker when no display is needed, thereby reducing the data processing pressure of the terminal device and reducing the response frequency of the terminal device.
  • it can also combine the actual situation during the virtual battle process to adjust the marked target character in real time during the virtual battle process, making the marked target character more valuable to be chased by the first virtual character compared to other characters, and then, It can better assist the first virtual character, further reduces the first virtual character's search for the target character in the virtual battle, and speeds up the game process.
  • 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 storage medium that is executable by a processor.
  • the technical solution of the present disclosure is essentially or the part that contributes to the relevant technology or the part of the technical solution can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium and includes several The instructions are 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 storage media include: 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

本公开提供了一种信息处理方法、装置、电子设备及可读存储介质,根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制虚拟标记物在第一虚拟角色的图形用户界面中进行显示;响应于第一触控操作,将第一显示参数调整为第二显示参数,并以第二显示参数控制所述虚拟标记物在第一虚拟角色的图形用户界面中进行显示,其中,以第二显示参数显示出的虚拟标记物的可见度高于以第一显示参数显示的虚拟标记物的可见度;这样,可以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。

Description

一种信息处理方法、装置、电子设备及可读存储介质
相关申请的交叉引用
本公开要求于2022年7月15日提交中国国家知识产权局的申请号为202210837798.X、名称为“一种信息处理方法、装置、电子设备及可读存储介质”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,尤其是涉及一种信息处理方法、装置、电子设备及可读存储介质。
背景技术
随着游戏类型的逐渐增多,非对称性对抗竞技类游戏逐渐地出现在人们的视野中,在此类游戏中,玩家分属于不同的游戏阵营,例如,玩家可以分属于攻方阵营和守方阵营,攻方阵营与守方阵营中的虚拟角色的数量并不相同,攻方阵营的虚拟角色通过伪装在虚拟场景中完成游戏任务,并需在完成游戏任务的过程中逃避守方阵营中虚拟角色的追击。
在守方阵营中的虚拟角色为了能够准确地实现对于攻方阵营中虚拟角色的持续追击,需要通过标记攻方阵营中虚拟角色的方式,来明确攻方阵营中虚拟角色的移动方向,因此,在游戏过程中为了便于守方阵营中的虚拟角色在虚拟场景中寻找攻方阵营中虚拟角色,会长时间的在虚拟场景中显示虚拟标记物,而在守方阵营中的虚拟角色无法观察到的区域中始终显示虚拟标记物,无形之中增加了终端设备的数据处理量,增加了终端设备的响应频率。
发明内容
有鉴于此,本公开的目的在于提供一种信息处理方法、装置、电子设备及可读存储介质,可以对虚拟标记物的显示时机进行控制,以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。
本公开实施例提供了一种信息处理方法,通过终端设备提供一图形用户界面,所述图形用户界面中包括虚拟对战的虚拟场景、处于第一阵营的第一虚拟角色、至少一个处于不同于所属第一阵营的第二阵营的第二虚拟角色和至少一个非玩家虚拟角色,其中,所述第一虚拟角色为与所述终端设备对应的;所述信息处理方法包括:
根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;
利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;
响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。
本公开实施例还提供了一种信息处理装置,通过终端设备提供一图形用户界面,所述图形用户界面中包括虚拟对战的虚拟场景、处于第一阵营的第一虚拟角色、至少一个处于不同于所属第一阵营的第二阵营的第二虚拟角色和至少一个非玩家虚拟角色,其中,所述第一虚拟角色为与所述终端设备对应的;所述信息处理装置包括:
目标确定模块,用于根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;
目标标记模块,用于利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;
显示调整模块,用于响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显 示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。
本公开实施例还提供一种电子设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行如上述的信息处理方法的步骤。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行如上述的信息处理方法的步骤。
本公开实施例提供的信息处理方法、装置、电子设备及可读存储介质,根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括所述至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。这样,可以对虚拟标记物的显示时机进行控制,以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。
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,以下附图仅示出了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信息处理方法的流程图;
图2为本公开实施例所提供一种图形用户界面示意图之一;
图3为本公开实施例所提供一种图形用户界面示意图之二;
图4为本公开实施例所提供的一种信息处理装置的结构示意图之一;
图5为本公开实施例所提供的一种信息处理装置的结构示意图之二;
图6为本公开实施例所提供的一种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。
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)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景。
虚拟角色:
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、虚拟动物、动漫人物等。该虚拟角色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),或者是设置在虚拟场景对战中的非玩家虚拟角色(Non-Player Character,NPC)。可选地,该虚拟角色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角色的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟角色在该虚拟场景中进行移动,例如,控制虚拟角色跑动、跳动、爬行等,也能够控制虚拟角色使用应用程序所提供的技能、虚拟道具等与其他虚拟角色进行战斗。
玩家角色:
是指可以受玩家操控在游戏环境中活动的虚拟角色,在一些电子游戏中也可以称为式神角色、英雄角色。玩家角色可以是虚拟人物、虚拟动物、动漫人物、虚拟载具等不同形式中的至少一种。
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界面,该界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角色等虚拟角色。
在本公开其中一种实施例中的信息处理方法可以运行于终端设备或者是服务器。其中,终端设备可以为本地终端设备。当信息处理方法运行于服务器时,该信息处理方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
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终端设备为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
本公开一个实施例提供了实施环境,该实施环境可以包括: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的提供的游戏进程的显示方法的客户端,游戏服务器为执行本公开的提供的游戏进程的显示方法的服务器端。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游戏对局。其中,游戏对局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,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。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游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,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游戏对局所对应的虚拟场景。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玩家角色,第一用户通过图形用户界面输入操作指令,以控制玩家角色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游戏对局。其中,游戏对局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,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。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游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,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游戏对局所对应的虚拟场景。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玩家角色,第二用户通过图形用户界面输入操作指令,以控制玩家角色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中的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角色和第二终端设备控制的虚拟角色为处于同一游戏对局中的虚拟角色。其中,第一终端设备控制的虚拟角色和第二终端设备控制的虚拟角色可以具有相同的角色属性,也可以为具有不同的角色属性。
需要说明的是,处于当前游戏对局中的虚拟角色可以包括两个或是两个以上的虚拟角色,不同的虚拟角色可以分别对应不同的终端设备,也就是说,在当前游戏对局中,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。
经研究发现,在守方阵营中的虚拟角色为了能够准确地实现对于攻方阵营中虚拟角色的持续追击,需要通过标记攻方阵营中虚拟角色的方式,来明确攻方阵营中虚拟角色的移动方向,因此,在游戏过程中为了便于守方阵营中的虚拟角色在虚拟场景中寻找攻方阵营中虚拟角色,会长时间的在虚拟场景中显示虚拟标记物,而在守方阵营中的虚拟角色无法观察到的区域中始终显示虚拟标记物,无形之中增加了终端设备的数据处理量,增加了终端设备的响应频率。
基于此,本公开实施例提供了一种信息处理方法,可以对虚拟标记物的显示时机进行控制,以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。
请参阅图1,图1为本公开实施例所提供的一种信息处理方法的流程图。通过终端设备提供一图形用户界面,所述图形用户界面中包括虚拟对战的虚拟场景、处于第一阵营的第一虚拟角色、至少一个处于不同于所属第一阵营的第二阵营的第二虚拟角色和至少一个非玩家虚拟角色,其中,所述第一虚拟角色为与所述终端设备对应的;如图1中所示,本公开实施例提供的信息处理方法,包括:
S101、根据预先设定标记条件从虚拟角色集合中确定出第一目标角色。
S102、利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示。
S103、响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示。
本公开实施例提供的一种信息处理方法,根据预先设定的标记条件从包括有至少一个第二虚拟角色和至少一个非玩家角色的虚拟角色集中,确定出需被标记的第一目标角色,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并按照第一显示参数在第一虚拟角色的图形用户界面中显示虚拟标记物;响应于第一触控操作,将第一显示参数调整为第二显示参数,并按照第二显示参数在第一虚拟角色的图形用户界面中显示虚拟标记物;其中,按照第二显示参数在第一虚拟角色的图形用户界面中显示出的虚拟标记物相较于按照第一显示参数在第一虚拟角色的图形用户界面中显示出的虚拟标记物具有更高的可见度。这样,可以对虚拟标记物的显示时机进行控制,以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。
下面以上述方法应用于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。
在非对称竞技类游戏中,第一玩家需控制第一虚拟角色在虚拟场景寻找由第二玩家所控制的处于不同于所属第一阵营的第二阵营的第二虚拟角色,并通过攻击第二虚拟角色来取得游戏的胜利。但是,由于虚拟场景中非玩家虚拟角色的数量较多,并且,在非对称竞技类游戏中,第一虚拟角色无需通过攻击非玩家虚拟角色来取得游戏的胜利;因此,在这类游戏中,第一虚拟角色在游戏过程中需根据标记出第一目标角色的虚拟标记物实现对于第一目标角色的追击。
在步骤S101中,为了保证游戏的顺利进行,可以根据预先设定的标记条件,从虚拟角色集中确定出需被标记的第一目标角色。
其中,所述虚拟角色集合包括所述至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;即,可以将与第一虚拟角色处于不同于所属第一阵营的第二阵营的第二虚拟角色确定为第一目标角色;还可以将虚拟场景中的非玩家虚拟角色确定为第一目标角色。
这里,为了增加游戏过程中标记目标选择方式的多样性,在实际游戏中,可以采取不同的方式来确定第一目标角色。
在一种实施方式中,步骤S101包括:响应于虚拟对战的开始,随机从虚拟角色集合中确定出第一目标角色。
该步骤中,响应于虚拟对战的开始,即当第一虚拟角色、第二虚拟角色进入到虚拟对战所涉及的虚拟场景时,通过随机选取的方式从包括有至少一个第二虚拟角色和/或至少一个非玩家虚拟角色的虚拟角色集合中确定出需要被虚拟标记物标记的第一目标角色。
和/或,响应于虚拟对战的开始,根据每个第二虚拟角色的角色类型,从虚拟角色集合中确定出第一目标角色。
该步骤中,响应于虚拟对战的开始,确定每个第二虚拟角色的角色类型,例如,第二虚拟角色可以为强攻型、侦测型、隐秘型以及策略型等类型;这样,便可以利用每个第二虚拟角色的角色类型,针对于其中的某一角色类型,将属于该角色类型的第二虚拟角色确定为第一目标角色。
在一些特殊情况下,会存在同角色类型的多个第二虚拟角色,此时,便可以将同角色类型的多个第二虚拟角色中的任意一个第二虚拟角色确定为第一目标角色。
作为示例的,控制第一虚拟角色的第一玩家在虚拟对战开始之前,选择对“隐秘型”的第二虚拟角色进行标记,那么,在本次虚拟对战开始时,则会对至少一个第二虚拟角色中“隐秘型”的第二虚拟角色进行标记;若至少一个第二虚拟角色中存在多个“隐秘型”的第二虚拟角色,则随机标记一个“隐秘型”的第二虚拟角色即可;若至少一个第二虚拟角色中不存在“隐秘型”的第二虚拟角色,则随机标记一个其他角色类型的第二虚拟角色。
和/或,响应于虚拟对战的开始,根据每个第二虚拟角色的出生位置与所述第一虚拟角色的出生位置之间的相对距离,从虚拟角色集合中确定出第一目标角色。
该步骤中,在虚拟对战开始时,第一虚拟角色和第二虚拟角色分别具有不同的出生位置,所以,确定在虚拟对战开始时需要被标记的第一目标对象时,还可以参考于第一虚拟角色和第二虚拟角色的出生位置;具体的,确定每个第二虚拟角色的出生位置与第一虚拟角色的出生位置之间的相对距离,将与第一虚拟角色之间相对距离最近的第二虚拟角色确定为第一目标角色,即将距离第一虚拟角色最近的第二虚拟角色确定为第一目标角色。
和/或,在虚拟对战的进行过程中,将虚拟角色集合中满足被标记条件的虚拟角色确定为第一目标角色。
该步骤中,在虚拟对战过程中,当虚拟角色集合中存在满足被标记条件的虚拟角色时,说明当前时刻对于第一虚拟角色来说,满足被标记条件的虚拟角色应该受到追击,此时,便可以将虚拟角色集合中满足被标记条件的虚拟角色确定为第一目标角色。
通常情况下,在虚拟对战过程中虚拟角色对于游戏任务完成度可以从侧面表明该第二虚拟角色在游戏中的游戏能力,即一个第二虚拟角色的游戏完成度越高,则说明该第二虚拟角色在游戏中的游戏能力越强;相反的,一个第二虚拟角色的游戏完成度越低,则说明该第二虚拟角色在游戏中的游戏能力越弱;那么,对于第一虚拟角色来说游戏能力强的目标角色则更具有追击意义;因此,在本次虚拟对战的过程中,相比于其他的第二虚拟角色,游戏任务完成度最高的第二虚拟角色更应该受到第一虚拟角色的追击。
在一种实施方式中,所述被标记条件包括:虚拟对战中游戏任务完成度最高。
在虚拟对战的过程中,实时监测虚拟角色集中每个虚拟角色的游戏任务完成度,当存在游戏任务完成度最高的虚拟角色时,则说明游戏任务完成度最高的虚拟角色的游戏能力更强,对于第一虚拟角色来说,游戏任务完成度最高的虚拟角色更具有追击意义;因此,可将游戏任务完成度最高的虚拟角色确定为第一目标角色。
在步骤S102中,在确定出需被标记的第一目标角色之后,便可利用第一虚拟角色的虚拟标记物实现对于第一目标角色的标记;同时,按照第一显示参数控制虚拟标记物在第一虚拟角色的图形用户界面中进行显示。
其中,按照第一显示参数控制虚拟标记物在第一虚拟角色的图形用户界面中进行显示,具体的,包括将虚拟标记物以第一虚拟角色不可见的状态,显示在第一虚拟角色的图形用户界面中;还包括将虚拟标记物以第一虚拟角色以低可见度的状态,显示在第一虚拟角色的图形用户界面中,可根据实际情况进行调整。
这里,虚拟标记物为可以显示在虚拟场景中的特殊标记,第一虚拟角色通过观察显示在虚拟场景中的虚拟标记物确定第一目标角色的移动方向,进而,实现对第一目标角色的追击;虚拟标记物可以显示为任何的形式,例如,可以为任何的标记符号(例如,叹号等)、虚拟物体(例如,烟雾、光环等)。
其中,第一目标角色可以是与第一虚拟角色处于不同阵营的第二虚拟角色,即第二虚拟角色为第一虚拟角色的敌对虚拟角色;第一目标角色还可以是游戏中的非玩家虚拟角色。
这里,当第一目标角色为第二虚拟角色时,虚拟标记物始终围绕在第一目标角色周围;即,对第一目标角色进行标记的虚拟标记物不会随着时间的推移逐渐消失,直至第一目标角色的生命状态变更为死亡状态为止,终止对第一目标角色的标记。
当第一目标角色为非玩家虚拟角色时,虚拟标记物可以在预定显示时间内以逐渐消失的形式围绕在所述第一目标角色周围;即,在预定显示时间内围绕在非玩家虚拟角色周围的虚拟标记物随着时间的推移逐渐消失,直至完全消失。
在第一目标角色被虚拟标记物标记的过程中,第一目标角色可以在存活状态下与虚拟场景中的其他虚拟角色进行交互,并利用所携带的虚拟标记物标记对于第一目标角色满足交互条件的第二目标角色进行标记;即,所述第一目标角色配置为利用所述虚拟标记物对与所述第一目标角色满足交互条件的第二目标角色进行标记;从而,实现虚拟标记物在游戏的虚拟场景中的扩散。
交互条件可以包括与第一目标角色发生接触、打斗等;即,当第二目标角色与第一目 标角色发生接触,便可实现对于第二目标角色的标记。
这里,虚拟标记物在虚拟场景中相较于第一虚拟角色的显示状态可以大致分为两种;第一种是,在第一虚拟角色未释放对虚拟标记物进行探查的技能时,可以将虚拟标记物在虚拟场景中相对于第一虚拟角色的显示状态设置为第一虚拟角色不可见的状态;
第二种是,在第一虚拟角色释放对虚拟标记物进行探查的技能时,可以通过改变用于控制虚拟标记物进行显示的显示参数的方式,将虚拟标记物在虚拟场景中相对于第一虚拟角色的显示状态设置为第一虚拟角色可见的状态,即,在第一虚拟角色释放对虚拟标记物进行探查的技能时,第一虚拟角色能够在虚拟场景中观察到虚拟标记物,以此,辅助第一虚拟角色根据显示的虚拟标记物实现对于第一目标角色的追击。
在步骤S103中,响应于第一触控操作,触发虚拟标记物的显示参数的改变,将原本用于显示虚拟标记物的第一显示参数调整为第二显示参数;同时,按照调整得到的第二显示参数控制虚拟标记物在第一虚拟角色的图形用户界面中进行显示,具体的,包括将虚拟标记物以第一虚拟角色明显可见的状态,显示在第一虚拟角色的图形用户界面中。
本公开所提供的方案中,响应于第一触控操作将所述第一显示参数调整为第二显示参数,具体可以为,当第一玩家按下第一触控操作对应的控件时,便可以将第一显示参数调整为第二显示参数;其中,第一玩家可以通过控件和\或预设组合按键下达第一触控操作的触发指令;或者游戏控制器中的预设组合键,例如:游戏手柄中的L1键、R1键等;具体的,第一玩家可以通过手指、鼠标等触控按键;或者是通过键盘中的预设组合键,例如,键盘中的ctrl键、alt键、a键等按键,预设按键可以根据第一玩家需求进行人为设置。
在一种实施方式中,所述响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,包括:
步骤1、响应于第一触控操作,控制所述第一虚拟角色释放第一技能,确定所述第一技能在所述第一虚拟角色的图形用户界面中的技能释放范围以及技能生效时间。
该步骤中,响应于第一玩家针对于技能释放控件所施加的第一触控操作,控制第一虚拟角色在虚拟场景中释放第一技能,确定第一技能在虚拟场景中产生影响的技能释放范围以及第一技能在虚拟对战中产生影响的技能生效时间。
步骤2、在所述技能生效时间内,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述技能释放范围内进行显示。
该步骤中,在第一技能的技能生效时间内,将原本用于显示虚拟标记物的第一显示参数调整为第二显示参数,并在第一技能的技能释放范围内,按照第二显示参数对虚拟标记物进行显示;即,第一虚拟角色在第一技能的技能生效时间内可以观察到第一技能的技能释放范围内存在的虚拟标记物。
在游戏中第一虚拟角色可以利用图形用户界面中所显示的小地图来明确自己的所处位置,并且,在一些特殊情况下,例如,在与第一虚拟角色处于敌对状态的第二虚拟角色执行游戏任务时,还可以粗略的显示出第二虚拟角色所在区域,此时,第一虚拟角色可以利用图形用户界面中所显示的小地图来明确第二虚拟角色的所在区域。
在一种实施方式中,所述图形用户界面中显示有小地图;所述信息处理方法还包括:在控制第一虚拟角色释放第一技能的同时,以第三显示参数控制所述小地图中的第一区域和/或第二区域在所述第一虚拟角色的图形用户界面中进行显示;
该步骤中,在第一虚拟角色释放第一技能的同时,在第一虚拟角色的图形用户界面中按照第三显示参数,显示小地图中的第一区域和/或第二区域;具体的,可以包括将第一区域和/或第二区域以第一虚拟角色不可见的状态,显示在第一虚拟角色的图形用户界面中;即此时,对于第一虚拟角色来说,无法在小地图中对第一区域和/或第二区域加以区分的。
这里,第一区域是指游戏中可能存在有第二虚拟角色的模糊暴露区域;第二区域是指游戏中第二虚拟角色的精确暴露区域。
或,在控制第一虚拟角色释放第一技能的同时,以第四显示参数控制所述小地图中的第一区域和/或第二区域在所述第一虚拟角色的图形用户界面中进行显示。
该步骤中,在第一虚拟角色释放第一技能的同时,在第一虚拟角色的图形用户界面中按照第四显示参数,显示小地图中的第一区域和/或第二区域;具体的,可以包括将第一区域和/或第二区域以第一虚拟角色明显可见的状态,显示在第一虚拟角色的图形用户界面中;即此时,对于第一虚拟角色来说,仍然可以在小地图中对第一区域和/或第二区域加以区分。
这里,第一区域是指游戏中可能存在有第二虚拟角色的模糊暴露区域;第二区域是指游戏中第二虚拟角色当前所位于的精确暴露区域。
其中,以所述第四显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度高于以所述第三显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度。
在虚拟对战过程中,对于第一虚拟角色来说,取得游戏胜利的关键在于使得第二虚拟角色所属的游戏阵营无法顺利的完成全部的游戏任务,那么,对于第一虚拟角色来说,在不同的虚拟对战进度下具有追击意义的目标角色也并不是一成不变的,需要根据虚拟对战的实际情况而发生变化。
在一种实施方式中,所述图形用户界面包括与所述第二虚拟角色对应的角色标识,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记的步骤之后,所述信息处理方法还包括:控制在所述第二虚拟角色中的第一目标角色对应的角色标识处显示表征所述第一目标角色已被标记的标记信息。
该步骤中,图形用户界面包括与第二虚拟角色对应的角色标识,为了便于第一虚拟角色在虚拟场景中寻找第一目标角色,在利用第一虚拟角色的虚拟标记物对第一目标角色进行标记后,在图形用户界面中所显示的第二虚拟角色中的第一目标角色对应的角色标识处,显示表征第一目标角色已被标记的标记信息;具体的,图形用户界面中可以显示有第一目标角色的角色标识(例如,角色头像等),在角色标识的周围显示第一目标角色被标记的标记信息(例如,特殊设定的标记标识等);这里,表征第一目标角色被标记的标记信息不与其他标记信息的显示位置重叠;即表征第一目标角色被标记的标记信息不会被其他标记信息所遮挡,避免控制第一虚拟角色的第一玩家不能够清楚了解虚拟对战中的标记情况。
请参阅图2,图2为本公开实施例所提供一种图形用户界面示意图之一。如图2所示,图形用户界面2a中显示有第一虚拟角色2b、第二虚拟角色的角色标识2c-1~第二虚拟角色的角色标识2c-3、第一技能的技能控件2d、第一目标角色2e以及第一目标角色2e的角色标识2f;响应第一玩家针对技能控件2d所施加的第一触控操作,按照第二显示参数,在第一虚拟角色的图形用户界面2a中显示虚拟场景中的虚拟标记物2g,使得此时虚拟标记物2g相对于第一虚拟角色来说处于可见的状态,此时,在第一虚拟角色的图形用户界面2a中的第一目标角色2e的周围显示虚拟标记物2g;由于,第一目标角色2e属于被标记的过程中,此时,可在第一目标角色2e的角色标识2f周围显示表征第一目标角色2e已被标记的标记标识2h。
在一种实施方式中,所述信息处理方法还包括:控制所述第一虚拟角色获取所述虚拟标记物,并根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值;当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为。
该步骤中,第一玩家在根据虚拟标记物控制第一虚拟角色在虚拟场景中追击第一目标角色的过程中,通过获取第一目标角色所携带的虚拟标记物,和/或第二目标角色所携带的虚拟标记物,并根据获取的虚拟标记物更新第一虚拟角色的自身的虚拟属性值。
其中,虚拟属性值可以包括第一虚拟角色的生命值、攻击力值、怒气值等与游戏相关的参数值;这里,怒气值为第一虚拟角色转换自身形态所需的参数值,示例性的,当怒气 值达到预设阈值时,第一玩家可触发第一虚拟角色在形态上的改变,以使第一虚拟角色能够获得更好的攻击效果,减少第一虚拟角色击杀其他角色所需的时间,进一步的,加快了游戏的进程,缩短了游戏所需耗费的时间。
当第一虚拟角色通过获取虚拟标记物的方式使其自身虚拟属性值达到预设阈值时,响应于第一玩家所施加的第二触控操作,控制第一虚拟角色执行对应的游戏行为。
这里,游戏行为是指第一虚拟角色在游戏中能够存在的游戏行为,例如,攻击第一目标角色、转变自身形态、利用游戏技能攻击等行为。
在一种实施方式中,所述根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值,包括:根据所述虚拟标记物的当前新鲜属性确定所述虚拟标记物的当前属性数值;根据所述当前属性数值更新所述第一虚拟角色的虚拟属性值。
该步骤中,随着第一目标角色所携带虚拟标记物被标记时间的增加,虚拟标记物的状态由新鲜逐渐转变至消失;即,所述虚拟标记物的当前新鲜属性与所述虚拟标记物被标记的标记时间成负相关关系;示例性的,虚拟标记物具有3种新鲜属性,新鲜属性1:新鲜的、新鲜属性2:陈旧的、新鲜属性3:即将消散的,假定虚拟标记物被标记在第一目标角色上的持续时间为15秒,0~5秒时虚拟标记物处于新鲜的状态,6~10秒时虚拟标记物处于陈旧的状态,11~15秒时虚拟标记物处于即将消散的状态。
对应于上述实施例,以虚拟标记物的被标记时间为15秒为例,当虚拟标记物被标记在第一目标角色和/或第二目标角色上的标记时间为0~5秒时,确定虚拟标记物的新鲜属性为新鲜属性1,即虚拟标记物处于新鲜的状态,当虚拟标记物被标记在第一目标角色和/或第二目标角色上的标记时间为6~10秒时,确定虚拟标记物的新鲜属性为新鲜属性2,即虚拟标记物处于陈旧的状态,当虚拟标记物被标记在第一目标角色和/或第二目标角色上的标记时间为11~15秒时,确定虚拟标记物的新鲜属性为新鲜属性3,即虚拟标记物处于即将消散的状态。
在不同新鲜属性下,虚拟标记物的属性数值也会发生变化;具体的,虚拟标记物的属性数值随着新鲜属性的降低逐渐减少;即,所述当前属性数值与所述当前新鲜属性成负相关关系;示例性的,在新鲜属性1下(新鲜的状态下)虚拟标记物的属性数值为3,在新鲜属性2下(陈旧的状态下)虚拟标记物的属性数值为2,在新鲜属性3下(即将消散的状态下)虚拟标记物的属性数值为1。
根据虚拟标记物的当前新鲜属性,确定出第一虚拟角色所获取的虚拟标记物的当前属性参数;对应于上述实施例,当虚拟标记物的当前新鲜属性为1时,虚拟标记物的当前属性数值为3;当虚拟标记物的当前新鲜属性为2时,虚拟标记物的当前属性数值为2;当虚拟标记物的当前新鲜属性为3时,虚拟标记物的当前属性数值为1。
在此基础上,利用虚拟标记物的当前属性参数更新第一虚拟角色的虚拟属性值。
其中,虚拟属性值可以包括第一虚拟角色的生命值、攻击力值、怒气值等与游戏相关的参数值;这里,怒气值为第一虚拟角色转换自身形态所需的参数值,示例性的,当怒气值达到预设阈值时,第一玩家可触发第一虚拟角色在形态上的改变,以使第一虚拟角色能够获得更好的攻击效果,减少第一虚拟角色击杀其他角色所需的时间,进一步的,加快了游戏的进程,缩短了游戏所需耗费的时间。
在一种实施方式中,所述第一虚拟角色包括第一形态和第二形态,所述当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为,包括:当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色从当前的所述第一形态切换为所述第二形态,并为所述第一虚拟角色配置与所述第二形态对应的第二角色属性参数。
该步骤中,当第一虚拟角色的虚拟属性值达到预设阈值时,例如,第一虚拟角色的攻击力达到预设阈值,第一虚拟角色的怒气值达到预设阈值,响应于第一玩家所施加的第三触发操作,控制第一虚拟角色实现形态上的转变,控制第一虚拟角色从当前的第一形态转 换为第二形态。
并在第一虚拟角色转变至第二形态后,相应地为第一虚拟角色配置在第二形态下所对应的第二角色属性参数。
这里,第一虚拟角色可分别在第一形态下和第二形态下具有不同的攻击技能,实现对敌对虚拟角色的攻击;第一虚拟角色也可在第一形态下和第二形态下具有相同的攻击技能,但是,对于相同攻击技能来说,第二形态下使用该攻击技能的攻击效果要明显好于第一形态下使用该攻击技能的攻击效果;对于不同形态下攻击技能的设置,可视实际情况而定,在此不做限制。
本公开所提供的方案中,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为,具体可以为,当第一玩家按下第二触控操作对应的控件时,便可以控制第一虚拟角色在虚拟场景中执行对应的游戏行为;其中,第一玩家可以通过控件和\或预设组合按键下达第二触控操作的触发指令;或者游戏控制器中的预设组合键,例如:游戏手柄中的L1键、R1键等;具体的,第一玩家可以通过手指、鼠标等触控按键;或者是通过键盘中的预设组合键,例如,键盘中的ctrl键、alt键、a键等按键,预设按键可以根据第一玩家需求进行人为设置。
在一种实施方式中,所述信息处理方法还包括:
在所述第一虚拟角色处于所述第一形态下,响应于第三触控操作,控制所述第一虚拟角色以第一形态通过第一交互方式与所述虚拟场景中的所述第二虚拟角色和/或所述非玩家虚拟角色进行交互;其中,第一交互方式包括普通攻击、技能攻击等。
本公开所提供的方案中,响应于第三触控操作,控制所述第一虚拟角色以第一形态与所述虚拟场景中的所述第二虚拟角色和/或所述非玩家虚拟角色进行交互,具体可以为,当第一玩家按下第三触控操作对应的控件时,便可以控制第一虚拟角色在虚拟场景中以第一形态与虚拟场景中的第二虚拟角色和/或非玩家虚拟角色进行交互;其中,第一玩家可以通过按键和\或预设组合按键下达第三触控操作的触发指令;或者游戏控制器中的预设组合键,例如:游戏手柄中的L1键、R1键等;具体的,第一玩家可以通过手指、鼠标等触控按键;或者是通过键盘中的预设组合键,例如,键盘中的ctrl键、alt键、a键等按键,预设按键可以根据第一玩家需求进行人为设置。
在所述第一虚拟角色处于所述第二形态下,响应于第四触控操作,控制所述第一虚拟角色以第二形态通过第二交互方式与所述虚拟场景中的所述第二虚拟角色和/或所述非玩家虚拟角色进行交互;其中,第二交互方式包括普通攻击、技能攻击等。
本公开所提供的方案中,响应于第四触控操作,控制所述第一虚拟角色以第二形态与所述虚拟场景中的所述第二虚拟角色和/或所述非玩家虚拟角色进行交互,具体可以为,当第一玩家按下第四触控操作对应的控件时,便可以控制第一虚拟角色在虚拟场景中以第二形态与虚拟场景中的第二虚拟角色和/或非玩家虚拟角色进行交互;其中,第一玩家可以通过按键和\或预设组合按键下达第四触控操作的触发指令;或者游戏控制器中的预设组合键,例如:游戏手柄中的L1键、R1键等;具体的,第一玩家可以通过手指、鼠标等触控按键;或者是通过键盘中的预设组合键,例如,键盘中的ctrl键、alt键、a键等按键,预设按键可以根据第一玩家需求进行人为设置。
这里,所述第一虚拟角色在第一形态下与其他虚拟角色(包括第二虚拟角色和/或非玩家虚拟角色)进行交互的交互范围与移动速度均小于所述第一虚拟角色在第二形态下与其他虚拟角色(包括第二虚拟角色和/或非玩家虚拟角色)进行交互的交互范围与移动速度。
请参阅图3,图3为本公开实施例所提供一种图形用户界面示意图之二。如图3所示,图形用户界面3a中显示有第一虚拟角色3b、第二虚拟角色的角色标识3c-1~第二虚拟角色的角色标识3c-3、形态切换控件3d、虚拟属性值的状态栏3e、被追击的第一目标角色3f以及第一目标角色3f的角色标识3g;在虚拟属性值的状态栏3e中的虚拟属性值达到预设阈值时(例如,虚拟属性值达到100%时),响应第一玩家针对形态切换控件3d所施加的第 二触控操作,控制第一虚拟角色3b由第一形态切换为第二形态3h。
本公开实施例提供的信息处理方法,根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括所述至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。这样,可以对虚拟标记物的显示时机进行控制,以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。
请参阅图4、图5,图4为本公开实施例所提供的一种信息处理装置的结构示意图之一,图5为本公开实施例所提供的一种信息处理装置的结构示意图二。通过终端设备提供一图形用户界面,所述图形用户界面中包括虚拟对战的虚拟场景、处于第一阵营的第一虚拟角色、至少一个处于不同于所属第一阵营的第二阵营的第二虚拟角色和至少一个非玩家虚拟角色,其中,所述第一虚拟角色为与所述终端设备对应的;如图4中所示,所述信息处理装置400包括:
目标确定模块410,用于根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;
目标标记模块420,用于利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;
显示调整模块430,用于响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。
进一步的,所述第一目标角色配置为利用所述虚拟标记物对与所述第一目标角色满足交互条件的第二目标角色进行标记。
进一步的,所述目标确定模块410在用于根据预先设定标记条件从虚拟角色集合中确定出第一目标角色时,所述目标确定模块410用于:
响应于所述虚拟对战开始,随机从虚拟角色集合中确定出第一目标角色;和/或,
响应于虚拟对战的开始,根据第二虚拟角色的角色类型,从虚拟角色集合中确定出第一目标角色;和/或,
响应于虚拟对战的开始,根据第二虚拟角色的出生位置与所述第一虚拟角色的出生位置之间的相对距离,从虚拟角色集合中确定出第一目标角色;和/或,
在虚拟对战的进行过程中,将虚拟角色集合中满足被标记条件的虚拟角色确定为第一目标角色。
进一步的,所述被标记条件包括:虚拟对战中游戏任务完成度最高。
进一步的,如图5所示,所述图形用户界面包括与所述第二虚拟角色对应的角色标识,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记的步骤之后,所述信息处理装置400还包括标记提醒模块440,所述标记提醒模块440用于:
控制在所述第二虚拟角色中的第一目标角色对应的角色标识处显示表征所述第一目标角色已被标记的标记信息。
进一步的,所述显示调整模块430在用于响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示时,所述显示调整模块430用于:
响应于第一触控操作,控制所述第一虚拟角色释放第一技能,确定所述第一技能在所述第一虚拟角色的图形用户界面中的技能释放范围以及技能生效时间;
在所述技能生效时间内,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述技能释放范围内进行显示。
进一步的,如图5所示,所述图形用户界面中显示有小地图;所述信息处理装置400还包括区域显示模块450,所述区域显示模块450用于:
在控制第一虚拟角色释放第一技能的同时,以第三显示参数控制所述小地图中的第一区域和/或第二区域进行显示;或,
在控制第一虚拟角色释放第一技能的同时,以第四显示参数控制所述小地图中的第一区域和/或第二区域进行显示;
其中,以所述第四显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度高于以所述第三显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度。
进一步的,如图5所示,所述信息处理装置400还包括获取模块460,所述获取模块460用于:
控制所述第一虚拟角色获取所述虚拟标记物,并根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值;
当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为。
进一步的,所述第一虚拟角色包括第一形态和第二形态,所述获取模块460在用于当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为时,所述获取模块460用于:
当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色从当前的所述第一形态切换为所述第二形态,并为所述第一虚拟角色配置与所述第二形态对应的第二角色属性参数。
进一步的,所述获取模块460在用于根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值时,所述获取模块460用于:
根据所述虚拟标记物的当前新鲜属性确定所述虚拟标记物的当前属性数值;其中,所述虚拟标记物的当前新鲜属性与所述虚拟标记物被标记的标记时间成负相关关系;所述当前属性数值与所述当前新鲜属性成负相关关系;
根据所述当前属性数值更新所述第一虚拟角色的虚拟属性值。
本公开实施例提供的信息处理装置,根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括所述至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。这样,可以对虚拟标记物的显示时机进行控制,以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。
请参阅图6,图6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6中所示,所述电子设备600包括处理器610、存储器620和总线630,所述存储器620存储有所述处理器610可执行的机器可读指令,当电子设备运行如实施例中的一种控制方法时,所述处理器610与所述存储器620之间通过总线630通信,所述处理器610执行所述机器可读指令,所述处理器610方法项的前序部分,以执行以下步骤:
根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;
利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;
响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。
在一个可行的实施方案,所述处理器610在用于执行根据预先设定标记条件从虚拟角色集合中确定出第一目标角色时,具体用于:
响应于所述虚拟对战开始,随机从虚拟角色集合中确定出第一目标角色;和/或,
响应于虚拟对战的开始,根据第二虚拟角色的角色类型,从虚拟角色集合中确定出第一目标角色;和/或,
响应于虚拟对战的开始,根据第二虚拟角色的出生位置与所述第一虚拟角色的出生位置之间的相对距离,从虚拟角色集合中确定出第一目标角色;和/或,
在虚拟对战的进行过程中,将虚拟角色集合中满足被标记条件的虚拟角色确定为第一目标角色。
在一个可行的实施方案,所述被标记条件包括:虚拟对战中游戏任务完成度最高。
在一个可行的实施方案,所述图形用户界面包括与所述第二虚拟角色对应的角色标识,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记的步骤之后,所述处理器610还执行:
控制在所述第二虚拟角色中的第一目标角色对应的角色标识处显示表征所述第一目标角色已被标记的标记信息。
在一个可行的实施方案,所述处理器610在用于执行响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示时,具体用于:
响应于第一触控操作,控制所述第一虚拟角色释放第一技能,确定所述第一技能在所述第一虚拟角色的图形用户界面中的技能释放范围以及技能生效时间;
在所述技能生效时间内,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述技能释放范围内进行显示。
在一个可行的实施方案,所述第一虚拟角色的图形用户界面中显示有小地图;所述处理器610还执行:
在控制第一虚拟角色释放第一技能的同时,以第三显示参数控制所述小地图中的第一区域和/或第二区域进行显示;或,
在控制第一虚拟角色释放第一技能的同时,以第四显示参数控制所述小地图中的第一区域和/或第二区域进行显示;
其中,以所述第四显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度高于以所述第三显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度。
在一个可行的实施方案,所述处理器610还执行:
控制所述第一虚拟角色获取所述虚拟标记物,并根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值;
当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为。
在一个可行的实施方案,所述第一虚拟角色包括第一形态和第二形态,所述处理器610在用于执行当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟 角色执行对应的游戏行为时,具体用于:
当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色从当前的所述第一形态切换为所述第二形态,并为所述第一虚拟角色配置与所述第二形态对应的第二角色属性参数。
在一个可行的实施方案,所述处理器610在用于执行根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值时,具体用于:
根据所述虚拟标记物的当前新鲜属性确定所述虚拟标记物的当前属性数值;其中,所述虚拟标记物的当前新鲜属性与所述虚拟标记物被标记的标记时间成负相关关系;所述当前属性数值与所述当前新鲜属性成负相关关系;
根据所述当前属性数值更新所述第一虚拟角色的虚拟属性值。
通过上述方式,根据预先设定的标记条件从包括有至少一个第二虚拟角色和至少一个非玩家角色的虚拟角色集中,确定出需被标记的第一目标角色,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并按照第一显示参数在第一虚拟角色的图形用户界面中显示虚拟标记物;响应于第一触控操作,将第一显示参数调整为第二显示参数,并按照第二显示参数在第一虚拟角色的图形用户界面中显示虚拟标记物;其中,按照第二显示参数在第一虚拟角色的图形用户界面中显示出的虚拟标记物相较于按照第一显示参数在第一虚拟角色的图形用户界面中显示出的虚拟标记物具有更高的可见度。这样,可以对虚拟标记物的显示时机进行控制,以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。同时,还能够结合虚拟对战过程中的实际情况,在虚拟对战过程中实时调整被标记目标角色,使得被标记的目标角色相对于其他角色来说更具有被第一虚拟角色追击的价值,进而,能够更好的对第一虚拟角色进行辅助,进一步地减少了第一虚拟角色在虚拟对战中对目标角色的寻找,加快了游戏的进程。
本公开实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行,所述处理器执行以下步骤:
根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;
利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;
响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。
在一个可行的实施方案,所述处理器在用于执行根据预先设定标记条件从虚拟角色集合中确定出第一目标角色时,具体用于:
响应于所述虚拟对战开始,随机从虚拟角色集合中确定出第一目标角色;和/或,
响应于虚拟对战的开始,根据第二虚拟角色的角色类型,从虚拟角色集合中确定出第一目标角色;和/或,
响应于虚拟对战的开始,根据第二虚拟角色的出生位置与所述第一虚拟角色的出生位置之间的相对距离,从虚拟角色集合中确定出第一目标角色;和/或,
在虚拟对战的进行过程中,将虚拟角色集合中满足被标记条件的虚拟角色确定为第一目标角色。
在一个可行的实施方案,所述被标记条件包括:虚拟对战中游戏任务完成度最高。
在一个可行的实施方案,所述图形用户界面包括与所述第二虚拟角色对应的角色标识,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记的步骤之后,所述处理器还执行:
控制在所述第二虚拟角色中的第一目标角色对应的角色标识处显示表征所述第一目标角色已被标记的标记信息。
在一个可行的实施方案,所述处理器在用于执行响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示时,具体用于:
响应于第一触控操作,控制所述第一虚拟角色释放第一技能,确定所述第一技能在所述第一虚拟角色的图形用户界面中的技能释放范围以及技能生效时间;
在所述技能生效时间内,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述技能释放范围内进行显示。
在一个可行的实施方案,所述第一虚拟角色的图形用户界面中显示有小地图;所述处理器还执行:
在控制第一虚拟角色释放第一技能的同时,以第三显示参数控制所述小地图中的第一区域和/或第二区域进行显示;或,
在控制第一虚拟角色释放第一技能的同时,以第四显示参数控制所述小地图中的第一区域和/或第二区域进行显示;
其中,以所述第四显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度高于以所述第三显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度。
在一个可行的实施方案,所述处理器还执行:
控制所述第一虚拟角色获取所述虚拟标记物,并根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值;
当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为。
在一个可行的实施方案,所述第一虚拟角色包括第一形态和第二形态,所述处理器在用于执行当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为时,具体用于:
当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色从当前的所述第一形态切换为所述第二形态,并为所述第一虚拟角色配置与所述第二形态对应的第二角色属性参数。
在一个可行的实施方案,所述处理器在用于执行根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值时,具体用于:
根据所述虚拟标记物的当前新鲜属性确定所述虚拟标记物的当前属性数值;其中,所述虚拟标记物的当前新鲜属性与所述虚拟标记物被标记的标记时间成负相关关系;所述当前属性数值与所述当前新鲜属性成负相关关系;
根据所述当前属性数值更新所述第一虚拟角色的虚拟属性值。
通过上述方式,根据预先设定的标记条件从包括有至少一个第二虚拟角色和至少一个非玩家角色的虚拟角色集中,确定出需被标记的第一目标角色,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并按照第一显示参数在第一虚拟角色的图形用户界面中显示虚拟标记物;响应于第一触控操作,将第一显示参数调整为第二显示参数,并按照第二显示参数在第一虚拟角色的图形用户界面中显示虚拟标记物;其中,按照第二显示参数在第一虚拟角色的图形用户界面中显示出的虚拟标记物相较于按照第一显示参数在第一虚拟角色的图形用户界面中显示出的虚拟标记物具有更高的可见度。这样,可以对虚拟标记物的显示时机进行控制,以避免在无需显示的情况下显示虚拟标记物,进而,可以降低终端设备数据处理压力,减少终端设备的响应频率。同时,还能够结合虚拟对战过程中的实际情况,在虚拟对战过程中实时调整被标记目标角色,使得被标记的目标角色相对于其他角色来说更具有被第一虚拟角色追击的价值,进而,能够更好的对第一虚拟角色进行辅助,进一步地减少了第一虚拟角色在虚拟对战中对目标角色的寻找,加快了游戏的进程。
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介质中。基于这样的理解,本公开的技术方案本质上或者说对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介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,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。而前述的存储介质包括: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 (13)

  1. 一种信息处理方法,其中,通过终端设备提供一图形用户界面,所述图形用户界面中包括虚拟对战的虚拟场景、处于第一阵营的第一虚拟角色、至少一个处于不同于所属第一阵营的第二阵营的第二虚拟角色和至少一个非玩家虚拟角色,其中,所述第一虚拟角色为与所述终端设备对应的;所述信息处理方法包括:
    根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;
    利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;
    响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。
  2. 根据权利要求1所述的信息处理方法,其中,所述第一目标角色配置为利用所述虚拟标记物对与所述第一目标角色满足交互条件的第二目标角色进行标记。
  3. 根据权利要求1所述的信息处理方法,其中,所述根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,包括:
    响应于所述虚拟对战开始,随机从虚拟角色集合中确定出第一目标角色;和/或,
    响应于虚拟对战的开始,根据第二虚拟角色的角色类型,从虚拟角色集合中确定出第一目标角色;和/或,
    响应于虚拟对战的开始,根据第二虚拟角色的出生位置与所述第一虚拟角色的出生位置之间的相对距离,从虚拟角色集合中确定出第一目标角色;和/或,
    在虚拟对战的进行过程中,将虚拟角色集合中满足被标记条件的虚拟角色确定为第一目标角色。
  4. 根据权利要求3所述的信息处理方法,其中,所述被标记条件包括:虚拟对战中游戏任务完成度最高。
  5. 根据权利要求1所述的信息处理方法,其中,所述图形用户界面包括与所述第二虚拟角色对应的角色标识,利用第一虚拟角色的虚拟标记物对第一目标角色进行标记的步骤之后,所述信息处理方法还包括:
    控制在所述第二虚拟角色中的第一目标角色对应的角色标识处显示表征所述第一目标角色已被标记的标记信息。
  6. 根据权利要求1所述的信息处理方法,其中,所述响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,包括:
    响应于第一触控操作,控制所述第一虚拟角色释放第一技能,确定所述第一技能在所述第一虚拟角色的图形用户界面中的技能释放范围以及技能生效时间;
    在所述技能生效时间内,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述技能释放范围内进行显示。
  7. 根据权利要求6所述的信息处理方法,其中,所述第一虚拟角色的图形用户界面中显示有小地图;所述信息处理方法还包括:
    在控制第一虚拟角色释放第一技能的同时,以第三显示参数控制所述小地图中的第一区域和/或第二区域进行显示;或,
    在控制第一虚拟角色释放第一技能的同时,以第四显示参数控制所述小地图中的第一区域和/或第二区域进行显示;
    其中,以所述第四显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度高于以所述第三显示参数在所述第一虚拟角色的图形用户界面的小地图中显示出的第一区域和/或第二区域的可见度。
  8. 根据权利要求1所述的信息处理方法,其中,所述信息处理方法还包括:
    控制所述第一虚拟角色获取所述虚拟标记物,并根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值;
    当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为。
  9. 根据权利要求8所述的信息处理方法,其中,所述第一虚拟角色包括第一形态和第二形态,所述当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色执行对应的游戏行为,包括:
    当所述虚拟属性值达到预设阈值时,响应于第二触控操作,控制所述第一虚拟角色从当前的所述第一形态切换为所述第二形态,并为所述第一虚拟角色配置与所述第二形态对应的第二角色属性参数。
  10. 根据权利要求8所述的信息处理方法,其中,所述根据获取的所述虚拟标记物更新所述第一虚拟角色的虚拟属性值,包括:
    根据所述虚拟标记物的当前新鲜属性确定所述虚拟标记物的当前属性数值;其中,所述虚拟标记物的当前新鲜属性与所述虚拟标记物被标记的标记时间成负相关关系;所述当前属性数值与所述当前新鲜属性成负相关关系;
    根据所述当前属性数值更新所述第一虚拟角色的虚拟属性值。
  11. 一种信息处理装置,其中,通过终端设备提供一图形用户界面,所述图形用户界面中包括虚拟对战的虚拟场景、处于第一阵营的第一虚拟角色、至少一个处于不同于所属第一阵营的第二阵营的第二虚拟角色和至少一个非玩家虚拟角色,其中,所述第一虚拟角色为与所述终端设备对应的;所述信息处理装置包括:
    目标确定模块,用于根据预先设定标记条件从虚拟角色集合中确定出第一目标角色,其中,所述虚拟角色集合包括至少一个第二虚拟角色和所述至少一个非玩家虚拟角色;
    目标标记模块,用于利用第一虚拟角色的虚拟标记物对第一目标角色进行标记,并以第一显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示;
    显示调整模块,用于响应于第一触控操作,将所述第一显示参数调整为第二显示参数,并以所述第二显示参数控制所述虚拟标记物在所述第一虚拟角色的图形用户界面中进行显示,其中,以所述第二显示参数在所述第一虚拟角色的图形用户界面中显示出的虚拟标记物的可见度高于以所述第一显示参数在所述第一虚拟角色的图形用户界面中显示的虚拟标记物的可见度。
  12. 一种电子设备,其中,所述电子设备包括: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所述总线进行通信,所述机器可读指令被所述处理器运行时执行如权利要求1至10任一所述的信息处理方法的步骤。
  13. 一种计算机可读存储介质,其中,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至10任一所述的信息处理方法的步骤。
PCT/CN2022/128975 2022-07-15 2022-11-01 一种信息处理方法、装置、电子设备及可读存储介质 WO2024011785A1 (zh)

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