WO2024251008A1 - 游戏中的信息处理方法、装置和电子设备 - Google Patents
游戏中的信息处理方法、装置和电子设备 Download PDFInfo
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- WO2024251008A1 WO2024251008A1 PCT/CN2024/096148 CN2024096148W WO2024251008A1 WO 2024251008 A1 WO2024251008 A1 WO 2024251008A1 CN 2024096148 W CN2024096148 W CN 2024096148W WO 2024251008 A1 WO2024251008 A1 WO 2024251008A1
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- Prior art keywords
- action
- virtual character
- target virtual
- speed
- target
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
Definitions
- the present disclosure relates to the field of game technology, and in particular to an information processing method, device and electronic device in a game.
- Some game players need to appreciate and learn specific moves of virtual characters in games. A common way is to watch other people's game live broadcasts or game videos. For some continuous or complex actions, players may need to pause the video content multiple times to observe the details of the action. This method may require switching back and forth between the game interface and the video interface, which may result in cumbersome operations and loss of details.
- the present disclosure provides an information processing method, device and electronic device in a game.
- the speed at which the target virtual character performs the action can be controlled to slow down, and an action diagram and action description content of the specific action can be displayed at the same time to show rich action details, making it convenient for players to observe and learn the details of the specific action without switching between the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
- an embodiment of the present disclosure provides an information processing method in a game, the method comprising: displaying a target virtual character; controlling the target virtual character to execute a specific action sequence at a first speed; in the process of the target virtual character automatically executing the specific action sequence, responding to a command event, controlling the target virtual character to execute a current action in the specific action sequence at a second speed, and displaying an action schematic image and action description content for the current action; wherein the second speed is less than the first speed.
- the above-mentioned display of the target virtual character includes: displaying a first scene picture of a game scene; the game scene includes a controlled virtual character, and the first scene picture is obtained by photographing the virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device; displaying the target virtual character at a second scene position, and switching the first scene picture to a second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with the virtual camera.
- the method of displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen includes: in response to the controlled virtual character moving to the first scene position of the game scene, displaying the first prompt information at the second scene position of the game scene; in response to the first operation, displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen.
- the screen switches to the second scene screen; wherein the first operation is a trigger operation for the first prompt information or an operation for the shortcut key indicated by the first prompt information.
- the target virtual character is displayed at the second scene position, and after the first scene screen is switched to the second scene screen, the method further includes: displaying a countdown of a preset time limit and a target score for the target virtual character; wherein the time limit is used to indicate: the execution time of the target virtual character to perform a specific action sequence; and the target score is used to indicate: the score required to complete the learning task of the target virtual character for the specific action sequence.
- controlling the target virtual character to perform a specific action sequence at a first speed includes: automatically controlling the target virtual character to perform a specific action sequence at a first speed according to preset configuration information; wherein the configuration information at least includes: a plurality of virtual actions preset by the target virtual character and a first speed for performing the plurality of virtual actions.
- the above-mentioned method of automatically controlling the target virtual character to execute a specific action sequence at a first speed according to preset configuration information includes: obtaining multiple virtual actions preset by the target virtual character and the first speed for executing the multiple virtual actions from the configuration information; randomly sorting the multiple virtual actions to obtain a specific action sequence, and automatically controlling the target virtual character to execute the specific action sequence at the first speed.
- the above-mentioned automatic control of the target virtual character to execute the specific action sequence at the first speed includes: sending sequence information of the specific action sequence to the behavior tree corresponding to the target virtual character; the behavior tree is configured in the server; the behavior tree is used to provide action execution instructions according to the sequence information; receiving the action execution instruction for the first virtual action in the specific action sequence sent by the server, and determining the action node of the first virtual action from a preset resource file according to the action execution instruction; and controlling the target virtual character to execute the first virtual action at the first speed through the action node.
- the target virtual character is preset with multiple virtual actions, and at least some of the multiple virtual actions are preset with quick response events; in response to the instruction event, the target virtual character is controlled to execute the current action in the specific action sequence at a second speed, and an action schematic image and action description content for the current action are displayed, including: in response to the target virtual character executing a first virtual action, and the first virtual action is preset with a first event, the target virtual character is controlled to execute the first virtual action at the second speed, and interactive prompt information of the first event is displayed; wherein the interactive prompt information is used to indicate: executing a specified interactive operation corresponding to the first event; in response to the specified interactive operation, an action schematic image and action description content for the first virtual action are displayed.
- the above-mentioned response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interactive prompt information of the first event includes: in response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a pre-configured data table; triggering the first event according to the relevant data, controlling the target virtual character to perform the first virtual action at the second speed, and displaying interactive prompt information of the first event.
- the above-mentioned display of an action schematic image and action description content for the first virtual action in response to a specified interactive operation includes: within a preset time, in response to the specified interactive operation, simultaneously displaying a screen of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and an action description content.
- the method further includes: displaying the preset first event
- the first score is obtained by controlling the game score of the controlled virtual character to increase the first score.
- the above method also includes: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game points of the controlled virtual character to remain unchanged; in response to a second operation, or in response to a designated interactive operation not within a preset time, displaying the second points preset for the first event, and controlling the game points of the controlled virtual character to be reduced by the second points; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
- the above method includes: in response to the game score of the controlled virtual character reaching the target score within the limited time, determining that the learning of the specific action sequence is completed.
- the above-mentioned target virtual character is a non-player character.
- an embodiment of the present disclosure provides an information processing device in a game, the device comprising: a character display module, configured to display a target virtual character; an action execution module, configured to control the target virtual character to execute a specific action sequence at a first speed; a speed control module, configured to respond to a command event during the process of the target virtual character automatically executing the specific action sequence, control the target virtual character to execute a current action in the specific action sequence at a second speed, and display an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
- an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information processing method in the game of any one of the first aspects.
- an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions.
- the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing method in the game of any one of the first aspects.
- the present disclosure provides an information processing method, device and electronic device in a game, which displays a target virtual character; controls the target virtual character to perform a specific action sequence at a first speed; in the process of the target virtual character automatically performing the specific action sequence, responds to a command event, controls the target virtual character to perform the current action in the specific action sequence at a second speed, and displays an action schematic image and action description content for the current action; wherein the second speed is less than the first speed.
- the speed at which the target virtual character performs the action can be controlled to slow down, and the action schematic image and action description content of the specific action can be displayed at the same time to show rich action details, so that players can observe and learn the details of the specific action without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
- FIG1 is a flow chart of an information processing method in a game provided by one of the embodiments of the present disclosure
- FIG2 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure.
- FIG3 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure.
- FIG4 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure.
- FIG5 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure.
- FIG6 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure.
- FIG7 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure.
- FIG8 is a schematic diagram of the structure of an information processing device in a game provided by one of the embodiments of the present disclosure.
- FIG. 9 is a schematic diagram of the structure of an electronic device provided by one of the embodiments of the present disclosure.
- Some game players need to appreciate and learn specific moves of virtual characters in games. A common way is to watch other people's game live broadcasts or game videos. For some continuous or complex actions, players may need to pause the video content multiple times to observe the details of the action. This method may require switching back and forth between the game interface and the video interface, which may result in cumbersome operations and loss of details.
- the information processing method in the game in one embodiment of the present disclosure can be run on a local terminal device or a server.
- the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
- cloud games refer to a game mode based on cloud computing.
- the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
- the storage and operation of the information processing method in the game are completed on the cloud game server.
- the role of the client device is used for receiving and sending data and presenting the game screen.
- the client device 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 cloud game server in the cloud is used for information processing.
- the player operates the client device to send an operation instruction to the cloud game server.
- the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network.
- the client device decodes and outputs the game screen.
- the local terminal device stores the game program and is used to present the game screen.
- the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by the conventional electronic device.
- 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, wherein the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
- the embodiment of the present disclosure provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or a client device in the cloud interaction system mentioned above.
- the method includes the following steps:
- Step S102 displaying the target virtual character
- the target virtual character may be displayed through a graphical user interface provided by the terminal device.
- a game screen may be displayed in the graphical user interface, and the game screen may include the target virtual character; the game screen may also be a scene screen of a game scene, and the game scene may include the target virtual character.
- the target virtual character may be displayed directly on the graphical user interface after the target game is opened, or the target virtual character may be displayed on the graphical user interface after a display instruction is triggered.
- Step S104 controlling the target virtual character to perform a specific action sequence at a first speed
- the above-mentioned first speed is pre-configured and is set specifically according to the needs of the game.
- the above-mentioned specific action sequence includes multiple virtual actions performed by the target virtual character, and the execution order of the multiple virtual actions.
- the above-mentioned specific action sequence is usually also pre-set.
- the multiple virtual actions included in the specific action sequence are pre-set, and the execution order of the multiple virtual actions can also be pre-set, and the target virtual character is controlled to perform multiple virtual actions according to the execution order each time; it can also be pre-randomly sorted, or pre-sorted according to specified rules, and the target virtual character is controlled to perform multiple virtual actions according to the execution order obtained by the current sorting each time.
- the target virtual character after opening the target game and displaying the target virtual character, the target virtual character can be directly controlled to perform a specific action sequence at a first speed.
- the target virtual character after responding to the execution instruction, can be controlled to perform a specific action sequence at a first speed.
- the target virtual character can be automatically controlled to perform a specific action sequence at a first speed according to pre-configured information.
- the pre-configured information includes data such as the first speed and the specific action sequence.
- Step S106 in the process of the target virtual character automatically executing the specific action sequence, responding to the instruction event, controlling the target virtual character to execute the current action in the specific action sequence at a second speed, and displaying an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
- the above-mentioned command event can be a pre-configured trigger event, such as adding a notification event in the execution track that controls the target virtual character to perform an action.
- the command event can be triggered; it can also be a player's operation instruction, such as the player clicking the slow-motion control.
- the above-mentioned second speed is usually also pre-configured, and is set according to the needs of the game.
- the current action refers to the virtual action that the target virtual character is currently performing at the moment of responding to the command event.
- the action diagram of the above-mentioned current action can be an exploded diagram, or it can be a schematic diagram of the current action from different perspectives, in which various special effects are usually rendered and displayed on the action diagram, such as moving clouds, flowing water, swaying branches, etc.
- the above-mentioned action description content usually includes the action name of the current action, and can also include skill information such as skill information and skill attack power corresponding to the current action.
- a screen in which the target virtual character performs the current action in the specific action sequence at the second speed, as well as an action diagram image and action description content of the current action can be displayed on the graphical user interface at the same time.
- the screen in which the action is performed is displayed on the left half of the graphical user interface, and the action diagram image and action description content of the current action are displayed on the right half of the graphical user interface.
- the screen in which the action is performed is displayed on the graphical user interface, and the action diagram image and action description content of the current action are displayed in a designated area on the screen.
- a screen for executing the current action is displayed on the graphical user interface, and an action diagram image and an action name of the current action are displayed in a designated area on the right side of the screen.
- the disclosed embodiment provides an information processing method in a game, which displays a target virtual character; controls the target virtual character to perform a specific action sequence at a first speed; in the process of the target virtual character automatically performing the specific action sequence, responds to a command event, controls the target virtual character to perform the current action in the specific action sequence at a second speed, and displays an action schematic image and action description content for the current action; wherein the second speed is less than the first speed.
- the speed at which the target virtual character performs the action can be controlled to slow down, and the action schematic image and action description content of the specific action can be displayed at the same time to show rich action details, which is convenient for players to observe and learn the details of the specific action, without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
- the above-mentioned controlled virtual character is a character controlled by the player.
- the control operation for the controlled virtual character can be responded to, and the controlled virtual character can be controlled to move in the game scene.
- the first scene screen of the game scene is displayed in the graphical user interface.
- the first scene screen is obtained by shooting the game scene with a virtual camera, wherein the virtual camera is the camera corresponding to the controlled virtual character.
- the virtual camera mainly shoots the controlled virtual character and is located behind the controlled virtual character for shooting.
- the first scene screen of the game scene can be displayed after entering the target game.
- the first scene position usually refers to a position with a specific function, and the first scene position and the second scene position are usually close.
- the second scene screen is also obtained by shooting the game scene with a virtual camera, wherein the virtual camera is the camera corresponding to the target virtual character, and the virtual camera mainly shoots the controlled virtual character, and is located in front of the controlled virtual character for shooting.
- the controlled virtual character moves to the first scene position of the game scene, at which time, the target virtual character is triggered to be displayed at the second scene position.
- the second scene screen is displayed, as shown in FIG4 , and the camera is locked on the target virtual character, that is, the screen shown in FIG3 is switched to the screen shown in FIG4 .
- step (2) the target virtual character is displayed at the second scene position, and the first scene screen is switched to the second scene screen.
- a possible implementation method is:
- a first prompt message is displayed at the second scene position of the game scene; in response to a first operation, a target virtual character is displayed at the second scene position, and the first scene screen is switched to the second scene screen; wherein the first operation is a trigger operation for the first prompt message or an operation for a shortcut key indicated by the first prompt message.
- the first prompt information can be a control or a shortcut key prompt information, which is used to prompt the execution of the interactive operation of displaying the target virtual character.
- the first prompt information is displayed at the second scene position, and the first operation can be clicking the first prompt information or pressing the shortcut key.
- the method further includes:
- the countdown of the preset time limit and target score of the target virtual character are displayed; wherein the time limit is used to indicate: the execution time of the target virtual character to perform a specific action sequence; the target score is used to indicate: the score required to complete the learning task for the specific action sequence.
- the target virtual character can generally perform a specific action sequence at least once within the time limit.
- the above-mentioned learning task for the specific action sequence can be a game level corresponding to the target virtual character, that is, the target score is used to indicate the score required to complete the game level.
- the preset time limit and target score of the target virtual character are also pre-configured according to the needs of the game, generally in the configuration information of the game.
- a countdown of a preset time limit of “1 minute 29 seconds” is displayed above the target virtual character, and a target score of “80” is displayed below the target virtual character, as well as a score progress bar and a current score of “00”.
- a possible implementation of the above-mentioned controlling the target virtual character to execute a specific action sequence at a first speed is: according to preset configuration information, automatically controlling the target virtual character to execute a specific action sequence at a first speed; wherein the configuration information at least includes: a plurality of virtual actions preset for the target virtual character and a first speed for executing the plurality of virtual actions.
- the target virtual character When controlling the target virtual character to execute a specific action sequence at a first speed, it is necessary to determine the specific action sequence and the first speed preset for the target virtual character. Therefore, it is necessary to obtain multiple virtual actions preset for the target virtual character and the first speed for executing the multiple virtual actions from the configuration information; then, the multiple virtual actions are randomly sorted to obtain the specific action sequence, and finally, the target virtual character is automatically controlled to execute the specific action sequence at the first speed.
- a possible implementation method of the above-mentioned automatic control of the target virtual character to execute the specific action sequence at the first speed is as follows: sending sequence information of the specific action sequence to a behavior tree corresponding to the target virtual character; the behavior tree is configured in the server; the behavior tree is used to provide action execution instructions according to the sequence information; receiving the action execution instruction for the first virtual action in the specific action sequence sent by the server, and determining the action node of the first virtual action from a preset resource file according to the action execution instruction; and controlling the target virtual character to execute the first virtual action at the first speed through the action node.
- the sequence information of the specific action sequence is sent to the behavior tree corresponding to the target virtual character, and the execution of the action is controlled by the behavior tree.
- the function of the target virtual character in the game to execute the action is controlled by the graph file (i.e., the above-mentioned preset resource file) generated by the character editor.
- each virtual action corresponds to an action node.
- the action node of the first virtual action is determined from the graph file according to the action execution instruction, and the target virtual character is controlled to execute the first virtual action at a first speed based on the action node. For example, if the server sends a "execute a jump action" command, the graph file will control the target virtual character to execute the jump action according to the received command.
- a "cue track” can be attached.
- various cues can be set at the time points corresponding to the virtual action, including adding special effects, attaching models, triggering skill settlement points, sending client events, etc.
- the target virtual character has multiple virtual actions preset, and at least some of the multiple virtual actions are preset with quick response events;
- the quick response event (English: Quick Time Events, referred to as QTE) is an interactive electronic game method, and the player must input instructions according to the instructions on the screen, and the subsequent results will be different depending on whether the player's input instructions are correct or not.
- QTE Quick Time Events
- the target virtual character In response to the command event, the target virtual character is controlled to perform the current action in the specific action sequence at the second speed, and the action diagram image and action description content for the current action are displayed.
- a possible implementation method is:
- the above interactive prompt information can be various texts, patterns, or special effects, and the interactive prompt information will change over time. For example, the text or pattern moves downward from the top of the graphical user interface until it moves out of the interface. For another example, a gradually shrinking aperture special effect is displayed, and the aperture will also change color over time. Different colors indicate different interactive operations.
- the above specified interaction can be a trigger operation for the interactive prompt information, or a click or press operation for a shortcut key.
- the first event will be triggered, and the time flow of the game will be slowed down, and the visual perception is that the target virtual character performs the first virtual action slowly, and at the same time, a gradually shrinking aperture effect appears at the designated position of the target virtual character (as shown in Figure 7).
- the aperture will have different colors, and the player can display the action schematic image and action description content for the first virtual action by making the correct reaction operation according to the color of the aperture. If the player makes an incorrect operation or does not perform the operation, the action schematic image and action description content for the first virtual action will not be displayed.
- the color of the aperture may be gold or gray. When the aperture is gold, the player needs to perform a specified interactive operation; when the aperture is gray, the player should not perform a specified interactive operation.
- step (1) in response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, the target virtual character is controlled to perform the first virtual action at a second speed, and interactive prompt information of the first event is displayed.
- a possible implementation method is:
- relevant data of the first event corresponding to the first virtual action is determined from a pre-configured data table; the first event is triggered according to the relevant data, the target virtual character is controlled to perform the first virtual action at a second speed, and interactive prompt information of the first event is displayed.
- the target virtual character's actions are controlled by the behavior tree, which runs on the server side, while the triggering and judgment of QTE runs on the client side.
- QTE needs to be triggered when the target virtual character performs an action to a specific time node to ensure that the target virtual character's posture at this time is ornamental. Therefore, the program that controls the gameplay in the client needs to obtain the information of the action being performed by the target virtual character, and read the QTE trigger time and related data corresponding to the action from the pre-configured data.
- the above-mentioned pre-set data includes the correspondence between the target virtual character and the game level, the virtual actions included in the game level, the quick response events corresponding to the virtual actions, and the triggering time and type of the quick response events and other related data.
- the game level corresponding to the target virtual character is obtained from the pre-configured data table.
- the game level contains multiple virtual actions, and the execution order of multiple virtual actions is randomly generated.
- the execution order is sent to the behavior tree.
- the target virtual character is controlled to execute the corresponding virtual action through the action node. Because the action node is set with a "cue track".
- Various cues are set in the cue track, including client events. In order to enable the program controlling the gameplay in the client to know the action being performed by the target virtual character, the function of sending client events is used. A client event is sent to the program controlling the gameplay in the client through the action node, and the event name is the name of the action.
- the program controlling the gameplay in the client determines the first event corresponding to the first virtual action and the relevant data of the first event from the pre-configured data table; triggers the first event according to the relevant data, controls the target virtual character to perform the first virtual action at the second speed, and displays the interactive prompt information of the first event.
- the relevant data includes the second speed, the display mode and display duration of the interactive prompt information, and the content displayed corresponding to various operations.
- step (2) in response to the specified interactive operation, an action diagram image and action description content for the first virtual action are displayed.
- a possible implementation method is:
- a picture of the target virtual character performing a first virtual action, an action schematic diagram of the first virtual action, and action description content are simultaneously displayed.
- the preset time is usually the operation time of a specified interactive operation. After the preset time is exceeded, the specified interactive operation is performed to display various schematic diagrams and instructions.
- the preset time can be the time for displaying interactive prompt information, such as For example, within a preset time, the aperture special effect will gradually shrink until it shrinks to a point after the preset time. The player needs to display the screen of the target virtual character performing the first virtual action, the action diagram of the first virtual action, and the action description content at the same time before it shrinks to a point. Alternatively, within a preset time, the aperture special effect is red, and after the preset time, it turns gray. The player needs to display the screen of the target virtual character performing the first virtual action, the action diagram of the first virtual action, and the action description content at the same time when it is displayed in red.
- the method further includes: displaying a first score preset for the first event, and controlling the game score of the controlled virtual character to increase the first score.
- the above method also includes: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game points of the controlled virtual character to remain unchanged; in response to a second operation, or in response to a designated interactive operation not within a preset time, displaying the second points preset for the first event, and controlling the game points of the controlled virtual character to be reduced by the second points; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
- the game score of the above-mentioned controlled virtual character is "00" in Figure 6.
- the golden aperture i.e. the above-mentioned interactive prompt information
- the understanding button i.e. the above-mentioned interactive operation
- the duration of the aperture i.e. the above-mentioned preset time
- a certain score i.e. the above-mentioned first score
- the first score such as "10”
- a close-up display UI i.e. the action diagram and action description content of the above-mentioned first virtual action
- the aperture is a gray aperture when it appears, and it turns into a golden aperture after a period of time.
- each virtual action is preset with a quick response event, and the player can get extra points if they perform all correct operations. It is also possible that multiple apertures will appear in succession when performing a virtual action, and the player must perform all correct operations to get points.
- the above method includes: in response to the game score of the controlled virtual character reaching the target score within the limited time, determining that the learning of the specific action sequence is completed.
- the client notifies the server that the learning is successful, and the server issues a reward to the player (for example, the controlled virtual character obtains specific game skills, specific virtual resources, etc.). If the time limit expires and the player still does not obtain enough points, the learning fails and the player cannot obtain the reward.
- the present disclosure provides an information processing device in a game, as shown in FIG8 , the device includes:
- the character display module 81 is configured to display the target virtual character
- An action execution module 82 is configured to execute and control the target virtual character to execute a specific action sequence at a first speed
- the speed control module 83 is configured to respond to a command event during the process of the target virtual character automatically executing a specific action sequence, control the target virtual character to execute the current action in the specific action sequence at a second speed, and display an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
- the disclosed embodiment provides an information processing device in a game, which displays a target virtual character; controls the target virtual character to perform a specific action sequence at a first speed; in the process of the target virtual character automatically performing the specific action sequence, responds to a command event, controls the target virtual character to perform the current action in the specific action sequence at a second speed, and displays an action schematic image and action description content for the current action; wherein the second speed is less than the first speed.
- the speed at which the target virtual character performs the action can be controlled to slow down, and the action schematic image and action description content of the specific action can be displayed at the same time to show rich action details, which is convenient for players to observe and learn the details of the specific action, without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
- the above-mentioned character display module is also configured to execute: displaying a first scene picture of a game scene; the game scene includes a controlled virtual character, and the first scene picture is obtained by photographing the virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device; displaying a target virtual character at a second scene position, and switching the first scene picture to a second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with the virtual camera.
- the above-mentioned character display module is also configured to execute: in response to the controlled virtual character moving to the first scene position of the game scene, displaying the first prompt information at the second scene position of the game scene; in response to the first operation, displaying the target virtual character at the second scene position, and switching the first scene screen to the second scene screen; wherein the first operation is a trigger operation for the first prompt information or an operation for the shortcut key indicated by the first prompt information.
- the above-mentioned device also includes a second display module: displaying the countdown of the preset limit time and target points of the target virtual character; wherein the limit time is used to indicate: the execution time of the target virtual character to perform a specific action sequence; the target points are used to indicate: the score required to complete the learning task for the specific action sequence.
- the above-mentioned action execution module is also configured to execute: according to preset configuration information, automatically control the target virtual character to execute a specific action sequence at a first speed; wherein the configuration information at least includes: multiple virtual actions preset by the target virtual character and the first speed for executing the multiple virtual actions.
- the above-mentioned action execution module is also configured to execute: obtaining multiple virtual actions preset by the target virtual character and a first speed for executing the multiple virtual actions from the configuration information; randomly sorting the multiple virtual actions to obtain a specific action sequence, and automatically controlling the target virtual character to execute the specific action sequence at the first speed.
- the above-mentioned action execution module is also configured to execute: sending sequence information of a specific action sequence to a behavior tree corresponding to a target virtual character; the behavior tree is configured in a server; the behavior tree is used to provide action execution instructions according to the sequence information; receiving an action execution instruction for a first virtual action in a specific action sequence sent by the server, and determining an action node of the first virtual action from a preset resource file according to the action execution instruction; and controlling the target virtual character to execute the first virtual action at a first speed through the action node.
- the target virtual character has multiple virtual actions preset, and at least some of the multiple virtual actions are preset with quick response events; the speed control module is further configured to execute: in response to the target virtual character executing the first virtual action, The first virtual action is preset with a first event, the target virtual character is controlled to perform the first virtual action at a second speed, and interactive prompt information of the first event is displayed; wherein the interactive prompt information is used to indicate: performing a specified interactive operation corresponding to the first event; and in response to the specified interactive operation, displaying an action schematic image and action description content for the first virtual action.
- the above-mentioned speed control module is also configured to execute: in response to the target virtual character executing the first virtual action, and the first virtual action is preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a pre-configured data table; triggering the first event according to the relevant data, controlling the target virtual character to execute the first virtual action at a second speed, and displaying interactive prompt information of the first event.
- the speed control module is further configured to execute: within a preset time, in response to a specified interactive operation, simultaneously displaying a screen of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and action description content.
- the above-mentioned device also includes a first score control module, which is configured to execute: displaying a first score preset for the first event, and controlling the game score of the controlled virtual character to increase the first score.
- the above-mentioned device also includes a second score control module, which is configured to execute: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game score of the controlled virtual character to remain unchanged; in response to the second operation, or in response to the designated interactive operation not within the preset time, displaying the second score preset for the first event, and controlling the game score of the controlled virtual character to reduce the second score; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
- a second score control module which is configured to execute: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game score of the controlled virtual character to remain unchanged; in response to the second operation, or in response to the designated interactive operation not within the preset time, displaying the second score preset for the first event, and controlling the game score of the controlled virtual character to reduce the second score; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
- the above-mentioned target virtual character is a non-player character.
- the above-mentioned device includes a learning completion module configured to execute: in response to the game points of the controlled virtual character reaching the target points within the limited time, determining that the learning of the specific action sequence is completed.
- the information processing device in the game provided by the embodiment of the present disclosure has the same technical features as the information processing method in the game provided by the above-mentioned embodiment, so it can also solve the same technical problems and achieve the same technical effects.
- This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the information processing method in the above game.
- the electronic device can be a server or a terminal device.
- the electronic device includes a processor 100 and a memory 101 .
- the memory 101 stores machine executable instructions that can be executed by the processor 100 .
- the processor 100 executes the machine executable instructions to implement the information processing method in the above game.
- the electronic device shown in FIG. 9 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
- the processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 100 or the instruction in the form of software.
- the above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
- DSP digital signal processor
- ASIC application specific integrated circuit
- FPGA field programmable gate array
- the methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed.
- the general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc.
- the target virtual character is preset with multiple virtual actions, and at least some of the multiple virtual actions are preset with quick response events; in response to the instruction event, the target virtual character is controlled to execute the current action in the specific action sequence at a second speed, and an action schematic image and action description content for the current action are displayed, including: in response to the target virtual character executing a first virtual action, and the first virtual action is preset with a first event, the target virtual character is controlled to execute the first virtual action at the second speed, and interactive prompt information of the first event is displayed; wherein the interactive prompt information is used to indicate: executing a specified interactive operation corresponding to the first event; in response to the specified interactive operation, an action schematic image and action description content for the first virtual action are displayed.
- the above-mentioned response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interactive prompt information of the first event includes: in response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a pre-configured data table; triggering the first event according to the relevant data, controlling the target virtual character to perform the first virtual action at the second speed, and displaying interactive prompt information of the first event.
- the above-mentioned display of an action schematic image and action description content for the first virtual action in response to a specified interactive operation includes: within a preset time, in response to the specified interactive operation, simultaneously displaying a screen of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and an action description content.
- the method further includes: displaying a first score preset for the first event, and controlling the game score of the controlled virtual character to increase the first score.
- the above method also includes: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game points of the controlled virtual character to remain unchanged; in response to a second operation, or in response to a designated interactive operation not within a preset time, displaying the second points preset for the first event, and controlling the game points of the controlled virtual character to be reduced by the second points; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
- the method includes: in response to the game score of the controlled virtual character reaching the target score within the limited time, confirming Learning of a specific action sequence is completed.
- the above-mentioned target virtual character is a non-player character.
- the speed at which the target virtual character performs the action can be controlled to slow down, and at the same time, the action diagram and action description content of the specific action are displayed to show rich action details, making it convenient for players to observe and learn the details of the specific action without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
- This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions.
- the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the information processing method in the above game.
- the machine executable instructions stored in the machine readable storage medium can implement the following operations in the information processing method in the game by executing the machine executable instructions:
- a target virtual character control the target virtual character to execute a specific action sequence at a first speed; in the process of the target virtual character automatically executing the specific action sequence, respond to a command event, control the target virtual character to execute a current action in the specific action sequence at a second speed, and display an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
- the above-mentioned display of the target virtual character includes: displaying a first scene picture of a game scene; the game scene includes a controlled virtual character, and the first scene picture is obtained by photographing the virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device; displaying the target virtual character at a second scene position, and switching the first scene picture to a second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with the virtual camera.
- the above-mentioned displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen includes: in response to the controlled virtual character moving to the first scene position of the game scene, displaying the first prompt information at the second scene position of the game scene; in response to the first operation, displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen; wherein the first operation is a trigger operation for the first prompt information or an operation for the shortcut key indicated by the first prompt information.
- the target virtual character is displayed at the second scene position, and after the first scene screen is switched to the second scene screen, the method further includes: displaying a countdown of a preset time limit and a target score for the target virtual character; wherein the time limit is used to indicate: the execution time of the target virtual character to perform a specific action sequence; and the target score is used to indicate: the score required to complete the learning task for the specific action sequence.
- controlling the target virtual character to perform a specific action sequence at a first speed includes: automatically controlling the target virtual character to perform a specific action sequence at a first speed according to preset configuration information; wherein the configuration information at least includes: a plurality of virtual actions preset by the target virtual character and a first speed for performing the plurality of virtual actions.
- the above-mentioned method of automatically controlling the target virtual character to execute a specific action sequence at a first speed according to preset configuration information includes: obtaining multiple virtual actions preset by the target virtual character and the first speed for executing the multiple virtual actions from the configuration information; randomly sorting the multiple virtual actions to obtain a specific action sequence, and automatically controlling the target virtual character to execute the specific action sequence at the first speed.
- the above-mentioned automatic control of the target virtual character to execute the specific action sequence at the first speed includes: sending sequence information of the specific action sequence to the behavior tree corresponding to the target virtual character; the behavior tree is configured in the server; the behavior tree is used to provide action execution instructions according to the sequence information; receiving the action execution instruction for the first virtual action in the specific action sequence sent by the server, and determining the action node of the first virtual action from a preset resource file according to the action execution instruction; and controlling the target virtual character to execute the first virtual action at the first speed through the action node.
- the target virtual character is preset with multiple virtual actions, and at least some of the multiple virtual actions are preset with quick response events; in response to the instruction event, the target virtual character is controlled to execute the current action in the specific action sequence at a second speed, and an action schematic image and action description content for the current action are displayed, including: in response to the target virtual character executing a first virtual action, and the first virtual action is preset with a first event, the target virtual character is controlled to execute the first virtual action at the second speed, and interactive prompt information of the first event is displayed; wherein the interactive prompt information is used to indicate: executing a specified interactive operation corresponding to the first event; in response to the specified interactive operation, an action schematic image and action description content for the first virtual action are displayed.
- the above-mentioned response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interactive prompt information of the first event includes: in response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a pre-configured data table; triggering the first event according to the relevant data, controlling the target virtual character to perform the first virtual action at the second speed, and displaying interactive prompt information of the first event.
- the above-mentioned display of an action schematic image and action description content for the first virtual action in response to a specified interactive operation includes: within a preset time, in response to the specified interactive operation, simultaneously displaying a screen of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and an action description content.
- the method further includes: displaying a first score preset for the first event, and controlling the game score of the controlled virtual character to increase the first score.
- the above method also includes: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game points of the controlled virtual character to remain unchanged; in response to a second operation, or in response to a designated interactive operation not within a preset time, displaying the second points preset for the first event, and controlling the game points of the controlled virtual character to be reduced by the second points; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
- the above method includes: in response to the game score of the controlled virtual character reaching the target score within the limited time, determining that the learning of the specific action sequence is completed.
- the above-mentioned target virtual character is a non-player character.
- the speed at which the target virtual character performs the action can be controlled to slow down, and at the same time, the action diagram and action description content of the specific action are displayed to show rich action details, making it convenient for players to observe and learn the details of the specific action without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
- the computer program product of the information processing method, device and system in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code.
- the instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
- the terms “installed”, “connected”, and “connected” should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components.
- installed should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components.
- the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
- the computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure.
- the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program codes.
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Abstract
本公开提供了一种游戏中的信息处理方法、装置和电子设备,显示目标虚拟角色;控制目标虚拟角色以第一速度执行特定动作序列;在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。该方式中,在目标虚拟角色执行到特定动作时,可以控制目标虚拟角色执行该动作的速度变慢,同时显示该特定动作的动作示意图以及动作说明内容,以展现丰富的动作细节,方便玩家观察学习该特定动作的细节,无需切换游戏界面和视频界面,且操作简单,进而提高了玩家的游戏体验感。 (图1)
Description
相关申请的交叉引用
本申请要求于2023年06月09日提交的申请号为202310687587.7、名称为“游戏中的信息处理方法、装置和电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
本公开涉及游戏技术领域,尤其是涉及一种游戏中的信息处理方法、装置和电子设备。
对于一些游戏玩家,有欣赏、学习游戏中虚拟角色的特定招式动作的需求。一种常见的方式是通过观看他人的游戏直播或游戏视频。对于一些连续或复杂的动作,可能需要玩家多次暂停视频内容,以观察动作细节。这种方式,可能需要来回切换游戏界面和视频界面,可能存在操作繁琐和丢失细节内容的技术问题。
发明内容
有鉴于此,本公开提供一种游戏中的信息处理方法、装置和电子设备,在目标虚拟角色执行到特定动作时,可以控制目标虚拟角色执行该动作的速度变慢,同时显示该特定动作的动作示意图以及动作说明内容,以展现丰富的动作细节,方便玩家观察学习该特定动作的细节,无需切换游戏界面和视频界面,且操作简单,进而提高玩家的游戏体验感。
第一方面,本公开实施例提供了一种游戏中的信息处理方法,该方法包括:显示目标虚拟角色;控制目标虚拟角色以第一速度执行特定动作序列;在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。
上述显示目标虚拟角色,包括:显示游戏场景的第一场景画面;游戏场景中包括受控虚拟角色,第一场景画面为通过受控虚拟角色对应的虚拟相机拍摄得到的;受控虚拟角色通过终端设备控制;在第二场景位置显示目标虚拟角色,并将第一场景画面切换为第二场景画面;其中,第二场景画面为虚拟相机拍摄目标虚拟角色得到的。
上述在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面,包括:响应于受控虚拟角色移动至游戏场景的第一场景位置,在游戏场景的第二场景位置显示第一提示信息;响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景
画面切换为第二场景画面;其中,第一操作为针对第一提示信息的触发操作或针对第一提示信息指示的快捷键的操作。
上述响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面之后,上述方法还包括:显示目标虚拟角色预设的限制时间的倒计时和目标积分;其中,限制时间用于指示:目标虚拟角色执行特定动作序列的执行时长;目标积分用于指示:完成目标虚拟角色针对所述特定动作序列的学习任务所需要达到的分数。
上述控制目标虚拟角色以第一速度执行特定动作序列,包括:根据预设的配置信息,自动控制目标虚拟角色以第一速度执行特定动作序列;其中,配置信息至少包括:目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度。
上述根据预设的配置信息,自动控制目标虚拟角色以第一速度执行特定动作序列,包括:从配置信息中,获取目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度;对多个虚拟动作进行随机排序,得到特定动作序列,自动控制目标虚拟角色以第一速度执行特定动作序列。
上述自动控制目标虚拟角色以第一速度执行特定动作序列,包括:将特定动作序列的序列信息发送至目标虚拟角色对应的行为树;行为树配置在服务端中;行为树用于按照序列信息提供动作执行指令;接收服务端发送的针对特定动作序列中,第一虚拟动作的动作执行指令,根据动作执行指令,从预设的资源文件中确定第一虚拟动作的动作节点;通过动作节点,控制目标虚拟角色以第一速度执行第一虚拟动作。
上述目标虚拟角色预设的多个虚拟动作,多个虚拟动作中至少部分虚拟动作预设有快速反应事件;响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容,包括:响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息;其中,交互提示信息用于指示:执行第一事件对应的指定交互操作;响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容。
上述响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息,包括:响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,预先配置的数据表中确定第一虚拟动作对应的第一事件的相关数据;根据相关数据触发第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息。
上述响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容,包括:在预设时间内,响应于指定交互操作,同时显示目标虚拟角色的执行第一虚拟动作的画面、第一虚拟动作的动作示意图、以及动作说明内容。
在预设时间内,响应于指定交互操作之后,上述方法还包括:显示第一事件预设的
第一积分,并控制受控虚拟角色的游戏积分增加第一积分。
上述方法还包括:响应于目标虚拟角色执行完毕第一虚拟动作,且未进行交互操作,控制受控虚拟角色的游戏积分不变;响应于第二操作,或未在预设时间内,响应于指定交互操作,显示第一事件预设的第二积分,并控制受控虚拟角色的游戏积分减少第二积分;第二操作不是交互提示信息对应的指定交互操作。
上述方法包括:响应于在限制时间内,受控虚拟角色的游戏积分达到目标积分,确定完成针对特定动作序列的学习。
上述目标虚拟角色为非玩家角色。
第二方面,本公开实施例提供了一种游戏中的信息处理装置,装置包括:角色显示模块,被配置为执行显示目标虚拟角色;动作执行模块,被配置为执行控制目标虚拟角色以第一速度执行特定动作序列;速度控制模块,被配置为执行在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。
第三方面,本公开实施例提供了一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的计算机可执行指令,处理器执行计算机可执行指令以实现第一方面任一项的游戏中的信息处理方法。
第四方面,本公开实施例提供了一种计算机可读存储介质,计算机可读存储介质存储有计算机可执行指令,计算机可执行指令在被处理器调用和执行时,计算机可执行指令促使处理器实现第一方面任一项的游戏中的信息处理方法。
本公开实施例带来了以下有益效果:
本公开提供了一种游戏中的信息处理方法、装置和电子设备,显示目标虚拟角色;控制目标虚拟角色以第一速度执行特定动作序列;在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。该方式中,在目标虚拟角色执行到特定动作时,可以控制目标虚拟角色执行该动作的速度变慢,同时显示该特定动作的动作示意图以及动作说明内容,以展现丰富的动作细节,方便玩家观察学习该特定动作的细节,无需切换游戏界面和视频界面,且操作简单,进而提高了玩家的游戏体验感。
为了更清楚地说明本公开具体实施方式或现有技术中的技术方案,下面将对具体实施方式或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为本公开实施例其中之一提供的一种游戏中的信息处理方法的流程图;
图2为本公开实施例其中之一提供的一种图形用户界面的示意图;
图3为本公开实施例其中之一提供的另一种图形用户界面的示意图;
图4为本公开实施例其中之一提供的另一种图形用户界面的示意图;
图5为本公开实施例其中之一提供的另一种图形用户界面的示意图;
图6为本公开实施例其中之一提供的另一种图形用户界面的示意图;
图7为本公开实施例其中之一提供的另一种图形用户界面的示意图;
图8为本公开实施例其中之一提供的一种游戏中的信息处理装置的结构示意图;
图9为本公开实施例其中之一提供的一种电子设备的结构示意图。
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合附图对本公开的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
对于一些游戏玩家,有欣赏、学习游戏中虚拟角色的特定招式动作的需求。一种常见的方式是通过观看他人的游戏直播或游戏视频。对于一些连续或复杂的动作,可能需要玩家多次暂停视频内容,以观察动作细节。这种方式,可能需要来回切换游戏界面和视频界面,可能存在操作繁琐和丢失细节内容的技术问题。
在本公开其中一种实施例中的游戏中的信息处理方法可以运行于本地终端设备或者是服务器。当游戏中的信息处理方法运行于服务器时,该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,游戏中的信息处理方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举
例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种游戏中的信息处理方法,通过终端设备提供图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。如图1所示,该方法包括如下步骤:
步骤S102,显示目标虚拟角色;
具体可以通过终端设备提供的图形用户界面显示目标虚拟角色。比如,在图形用户界面中显示游戏画面,该游戏画面中包括目标虚拟角色;该游戏画面还可以是游戏场景的场景画面,该游戏场景中包括目标虚拟角色。
示例性的,可以是在打开目标游戏后,直接在图形用户界面显示目标虚拟角色,还可以是在触发显示指令后,在图形用户界面显示目标虚拟角色。
步骤S104,控制目标虚拟角色以第一速度执行特定动作序列;
上述第一速度是预先配置的,具体根据游戏需要进行设置的。上述特定动作序列包括目标虚拟角色执行的多个虚拟动作,以及多个虚拟动作的执行顺序。上述特定动作序列通常也是预先设置的,具体可以是特定动作序列包括的多个虚拟动作是预先设置的,多个虚拟动作的执行顺序也可以是预先设置好的,每次都控制目标虚拟角色按照该执行顺序执行多个虚拟动作;还可以是预先随机排序得到的,或者预先按照指定规则排序得到的,每次都控制目标虚拟角色按照当前排序得到的执行顺序执行多个虚拟动作。
示例性的,可以是在打开目标游戏,显示目标虚拟角色后,直接控制目标虚拟角色以第一速度执行特定动作序列。还可以是响应于执行指令后,控制目标虚拟角色以第一速度执行特定动作序列。具体可以根据预先配置好的信息,自动控制目标虚拟角色以第一速度执行特定动作序列。其中预先配置好的信息包括其中的第一速度和特定动作序列等数据。
步骤S106,在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。
上述指令事件可以是预先配置好的触发事件,比如在控制目标虚拟角色执行动作的执行轨道中添加通知事件,当执行到该特定动作是,即可触发指令事件;还可以是玩家的操作指令,比如玩家点击慢放控件。上述第二速度通常也是预先配置的,具体根据游戏需要进行设置的。当前动作是指响应指令事件的时刻,目标虚拟角色当前正在执行的虚拟动作。上述当前动作的动作示意图可以是分解图,还可以是该当前动作在不同视角的示意图,其中的动作示意图像上通常还渲染显示有各种特效,比如移动的云、流动的水、摇曳的树枝等。上述动作说明内容通常包括当前动作的动作名称,还可以包括当前动作对应的技能信息和技能攻击力等技能信息。
示例性的,可以在图形用户界面同时显示目标虚拟角色以第二速度执行特定动作序列中的当前动作的画面,以及当前动作的动作示意图像以及动作说明内容。比如,在图形用户界面的左半界面显示执行动作的画面,右半界面显示当前动作的动作示意图像以及动作说明内容。再如,在图形用户界面显示执行动作的画面,在该画面上的指定区域显示当前动作的动作示意图像以及动作说明内容。
示例性的,如图2所示,在图形用户界面显示执行当前动作的画面,在该画面上的右侧的指定区域显示当前动作的动作示意图像以及动作名称。
本公开实施例提供了一种游戏中的信息处理方法,显示目标虚拟角色;控制目标虚拟角色以第一速度执行特定动作序列;在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。该方式中,在目标虚拟角色执行到特定动作时,可以控制目标虚拟角色执行该动作的速度变慢,同时显示该特定动作的动作示意图以及动作说明内容,以展现丰富的动作细节,方便玩家观察学习该特定动作的细节,无需切换游戏界面和视频界面,且操作简单,进而提高了玩家的游戏体验感。
上述显示目标虚拟角色,一种可能的实施方式:
(1)显示游戏场景的第一场景画面;游戏场景中包括受控虚拟角色,第一场景画面通过受控虚拟角色对应的虚拟相机拍摄得到的;受控虚拟角色通过终端设备控制;
上述受控虚拟角色为玩家控制的角色,通过终端设备控制,响应针对该受控虚拟角色的移动控制操作,可以是控制受控虚拟角色在游戏场景中移动。具体在图形用户界面显示游戏场景的第一场景画面,该第一场景画面是通过虚拟相机拍摄游戏场景得到的,其中的虚拟相机为受控虚拟角色对应的相机,该虚拟相机主要是拍摄受控虚拟角色,位于受控虚拟角色的后背进行拍摄。示例性的,可以是在进入目标游戏后,即可显示游戏场景的第一场景画面。
(2)在第二场景位置显示目标虚拟角色,并将第一场景画面切换为第二场景画面;其中,第二场景画面为虚拟相机拍摄目标虚拟角色得到的。
可以是响应于指定操作,比如针对显示控件的触发操作,也可以是想用于受控虚拟角色移动至游戏场景的第一场景位置。其中第一场景位置通常是指具有特定功能的位置,上述第一场景位置与第二场景位置通常距离较近。上述第二场景画面也是通过虚拟相机拍摄游戏场景得到的,其中的虚拟相机为目标虚拟角色对应的相机,该虚拟相机主要是拍摄受控虚拟角色,位于受控虚拟角色的正面进行拍摄。
示例性的,如图3所示,受控虚拟角色移动至游戏场景的第一场景位置,此时,就会触发在第二场景位置显示目标虚拟角色。并显示第二场景画面,如图4所示,镜头被锁定到该目标虚拟角色上,即将图3显示的画面切换为图4显示的画面。
上述步骤(2)中,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面,一种可能的实施方式:
响应于受控虚拟角色移动至游戏场景的第一场景位置,在游戏场景的第二场景位置显示第一提示信息;响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面;其中,第一操作为针对第一提示信息的触发操作或针对第一提示信息指示的快捷键的操作。
上述第一提示信息可以控件也可以是快捷键的提示信息,用于提示执行显示目标虚拟角色的交互操作。示例性的,如图5所示,在第二场景位置显示第一提示信息,上述第一操作可以是点击该第一提示信息,还可以是按下快捷键。
进一步的,在响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面之后,上述方法还包括:
显示目标虚拟角色预设的限制时间的倒计时和目标积分;其中,限制时间用于指示:目标虚拟角色执行特定动作序列的执行时长;目标积分用于指示:完成针对所述特定动作序列的学习任务所需要达到的分数。
在限制时间内目标虚拟角色一般可以至少执行一遍特定动作序列。上述针对特定动作序列的学习任务可以是目标虚拟角色对应的游戏关卡,即目标积分用于指示完成该游戏关卡所需要的积分。其中,标虚拟角色预设的限制时间和目标积分也是预先根据游戏需要配置的,一般在游戏的配置信息中。
示例性的,如图6所示,在目标虚拟角色的上方显示预设的限制时间“1分29秒”的倒计时,在目标虚拟角色的下方显示目标积分“80”,还显示有积分进度条,以及当前积分“00”。
上述控制目标虚拟角色以第一速度执行特定动作序列,一种可能的实施方式:根据预设的配置信息,自动控制目标虚拟角色以第一速度执行特定动作序列;其中,配置信息至少包括:目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度。
在控制目标虚拟角色以第一速度执行特定动作序列需要确定该目标虚拟角色预设的特定动作序列以及第一速度,因此需要从配置信息中,获取目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度;然后对多个虚拟动作进行随机排序,得到特定动作序列,最后自动控制目标虚拟角色以第一速度执行特定动作序列。
上述随机对多个虚拟动作进行排序,使得触发的事件顺序不同,降低了游戏的重复感。
上述自动控制目标虚拟角色以第一速度执行特定动作序列,一种可能的实施方式:将特定动作序列的序列信息发送至目标虚拟角色对应的行为树;行为树配置在服务端中;行为树用于按照序列信息提供动作执行指令;接收服务端发送的针对特定动作序列中,第一虚拟动作的动作执行指令,根据动作执行指令,从预设的资源文件中确定第一虚拟动作的动作节点;通过动作节点,控制目标虚拟角色以第一速度执行第一虚拟动作。
将特定动作序列的序列信息发送至目标虚拟角色对应的行为树,由行为树控制动作的执行,在本实施例中,游戏中目标虚拟角色执行动作的功能是角色编辑器生成的graph文件(即上述预设的资源文件)控制的,在graph文件中每个虚拟动作对应一个动作节点,在接收到服务端发送的第一虚拟动作的动作执行指令,根据动作执行指令,从graph文件确定该第一虚拟动作的动作节点,基于动作节点,控制目标虚拟角色以第一速度执行第一虚拟动作。比如服务端发送了一个“执行起跳的动作”命令,graph文件会根据接收到命令控制目标虚拟角色执行起跳的动作。
其中,在动作节点中,可以附加一个“cue轨道”。在cue轨道中,可以在与虚拟动作对应的时间点设置各种各样的cue,包括附加特效、挂接模型、触发技能结算点以及发送客户端事件等等。
上述目标虚拟角色预设的多个虚拟动作,多个虚拟动作中至少部分虚拟动作预设有快速反应事件;该快速反应事件(英语:Quick Time Events,简称QTE)是种互动式的电子游戏方式,玩家必须根据画面指示,输入指令,后续结果会根据玩家的输入指令对错而不同。目前QTE已经广泛运用于电子游戏中,尤其出现在动作游戏。当满足一定条件时,就会触发QTE事件。
上述响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容,一种可能的实施方式:
(1)响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息;其中,交互提示信息用于指示:执行第一事件对应的指定交互操作;
(2)响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容。
上述交互提示信息可以是各种文字、图案、或者特效,且交互提示信息会随着时间发生变化,比如,文字或图案从图形用户界面的上方向下移动,直到移出界面。再如,显示一个逐渐收缩的光圈特效,且该光圈也会随着时间变换颜色,玩家不同的颜色指示不同的交互操作。上述指定交互可以是针对交互提示信息的触发操作,也可以是针对快捷键的点击或按下操作。
举例说明,响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,就会触发第一事件,此时游戏的时间流速将被减慢,视觉上感受为目标虚拟角色执行第一虚拟动作变慢,同时在目标虚拟角色的指定位置出现一个逐渐收缩的光圈特效(如图7所示)。其中的光圈会有不同的颜色,玩家根据光圈颜色做出正确的反应操作即可显示针对第一虚拟动作的动作示意图像以及动作说明内容,做出错误的操作或者不进行操作则不会显示针对第一虚拟动作的动作示意图像以及动作说明内容。光圈的颜色可能是金色或灰色,光圈为金色时,玩家需要进行指定交互操作;光圈为灰色时,玩家不应进行指定交互操作。
上述步骤(1)中,响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息,一种可能的实施方式:
响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,从预先配置的数据表中确定第一虚拟动作对应的第一事件的相关数据;根据相关数据触发第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息。
目标虚拟角色执行动作是由行为树控制的,而行为树是在服务端运行的,QTE的触发和判断是在客户端运行的。为了实现较好的表现效果,QTE需要在目标虚拟角色执行动作到特定时间节点时触发,以保证目标虚拟角色此时的姿势有观赏性。因此客户端中控制游戏玩法的程序需要获取目标虚拟角色正在执行的动作的信息,并从预先配置的数据中读取该动作对应的QTE触发时间和相关数据。
上述预先设置的数据中包含目标虚拟角色与游戏关卡的对应关系,该游戏关卡包含的虚拟动作,虚拟动作对应的快速反应事件,以及快速反应事件的触发时间和种类等相关数据。
在显示目标虚拟角色后,控制目标虚拟角色以第一速度执行特定动作序列之前,先从预先配置的数据表中获取目标虚拟角色对应的游戏关卡,游戏关卡包含的多个虚拟动作,随机生成多个虚拟动作的执行顺序,将执行顺序发送给行为树,当接收到执行指令后,通过动作节点控制目标虚拟角色执行对应的虚拟动作。由于动作节点中设置有“cue轨道”。在cue轨道中设置各种各样的cue包括客户端事件,为了使客户端中控制游戏玩法的程序能够得知目标虚拟角色正在执行的动作,使用发送客户端事件的功能。通过动作节点中给客户端中控制游戏玩法的程序发送一个客户端事件,事件名为该动作的名称。
在客户端中控制游戏玩法的程序接收到上述客户端事件后,从预先配置的数据表中确定第一虚拟动作对应的第一事件,以及该第一事件的相关数据;根据相关数据触发第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息。示例性的,在相关数据中包含了第二速度,以及交互提示信息的显示方式、显示时长、以及各种操作对应显示的内容等。
上述步骤(2)中,响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容,一种可能的实施方式:
在预设时间内,响应于指定交互操作,同时显示目标虚拟角色的执行第一虚拟动作的画面、第一虚拟动作的动作示意图、以及动作说明内容。
上述预设时间通常是指定交互操作的操作时间,超过该预设时间后,进行指定交互操作显示各种示意图和说明内容等。上述预设时间可以是显示交互提示信息的时间,比
如在预设时间内,光圈特效会逐渐缩圈,直到经过预设时间后,缩小为一个点,玩家需要在未缩小为一点的时候,才会同时显示目标虚拟角色的执行第一虚拟动作的画面、第一虚拟动作的动作示意图、以及动作说明内容。或者,在预设时间内,光圈特效为红色,经过预设时间后,显示为灰色,玩家需要在显示为红色的时候,同时显示目标虚拟角色的执行第一虚拟动作的画面、第一虚拟动作的动作示意图、以及动作说明内容。
进一步的,在预设时间内,响应于指定交互操作之后,上述方法还包括:显示第一事件预设的第一积分,并控制受控虚拟角色的游戏积分增加第一积分。
上述方法还包括:响应于目标虚拟角色执行完毕第一虚拟动作,且未进行交互操作,控制受控虚拟角色的游戏积分不变;响应于第二操作,或未在预设时间内,响应于指定交互操作,显示第一事件预设的第二积分,并控制受控虚拟角色的游戏积分减少第二积分;第二操作不是交互提示信息对应的指定交互操作。
上述受控虚拟角色的游戏积分,如图6中的“00”。举例进行说明,出现金色光圈(即上述交互提示信息)时,若玩家在光圈持续时间(即上述预设时间)内点击领悟按钮(即上述执行交互操作),则增加一定的积分(即上述第一积分),即在“00”的基础上增加第一积分比如“10”,并显示特写展示UI(即上述第一虚拟动作的动作示意图和以及动作说明内容)。若玩家在持续时间内未点击领悟按钮,则积分不变化,没有特写展示UI。
出现灰色光圈时,若玩家在光圈持续时间内点击领悟按钮,则灰圈会变成红色,且扣除玩家一定的积分(即上述第二积分)(积分最低为0)。若玩家在红色光圈持续时间内点击领悟按钮则积分不变化。除了直接出现金色光圈和灰色光圈,通常还会其他特殊提示信息:光圈在出现时是灰色光圈,在一段时间后变成金色光圈。在目标虚拟角色连续执行多个虚拟动作时,每个虚拟动作都预设有快速反应事件,玩家全部做出正确操作可获得额外积分。还有可能在执行一个虚拟动作时,会连续出现多个光圈,玩家要全部做出正确操作才可获得积分。
上述方法包括:响应于在限制时间内,受控虚拟角色的游戏积分达到目标积分,确定完成针对特定动作序列的学习。
比如,在限制时间内,或者在未达到限制时间时,玩家获得的积分总数达到了目标积分,则确定完成针对特定动作序列包括的多个虚拟动作的学习。此时客户端通知服务端学习成功,服务端给玩家发放奖励(例如,受控虚拟角色获得特定游戏技能、特定的虚拟资源等等)。如果限制时间耗尽,玩家仍然没有获得足够的积分,则学习失败,玩家无法获得奖励。
对应上述方法实施例,本公开实施例提供了一种游戏中的信息处理装置,如图8所示,该装置包括:
角色显示模块81,被配置为执行显示目标虚拟角色;
动作执行模块82,被配置为执行控制目标虚拟角色以第一速度执行特定动作序列;
速度控制模块83,被配置为执行在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。
本公开实施例提供了一种游戏中的信息处理装置,显示目标虚拟角色;控制目标虚拟角色以第一速度执行特定动作序列;在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。该方式中,在目标虚拟角色执行到特定动作时,可以控制目标虚拟角色执行该动作的速度变慢,同时显示该特定动作的动作示意图以及动作说明内容,以展现丰富的动作细节,方便玩家观察学习该特定动作的细节,无需切换游戏界面和视频界面,且操作简单,进而提高了玩家的游戏体验感。
上述角色显示模块还被配置为执行:显示游戏场景的第一场景画面;游戏场景中包括受控虚拟角色,第一场景画面通过受控虚拟角色对应的虚拟相机拍摄得到的;受控虚拟角色通过终端设备控制;在第二场景位置显示目标虚拟角色,并将第一场景画面切换为第二场景画面;其中,第二场景画面为虚拟相机拍摄目标虚拟角色得到的。
上述角色显示模块还被配置为执行:响应于受控虚拟角色移动至游戏场景的第一场景位置,在游戏场景的第二场景位置显示第一提示信息;响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面;其中,第一操作为针对第一提示信息的触发操作或针对第一提示信息指示的快捷键的操作。
上述装置还包括第二显示模块:显示目标虚拟角色预设的限制时间的倒计时和目标积分;其中,限制时间用于指示:目标虚拟角色执行特定动作序列的执行时长;目标积分用于指示:完成针对所述特定动作序列的学习任务所需要达到的分数。
上述动作执行模块还被配置为执行:根据预设的配置信息,自动控制目标虚拟角色以第一速度执行特定动作序列;其中,配置信息至少包括:目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度。
上述动作执行模块还被配置为执行:从配置信息中,获取目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度;对多个虚拟动作进行随机排序,得到特定动作序列,自动控制目标虚拟角色以第一速度执行特定动作序列。
上述动作执行模块还被配置为执行:将特定动作序列的序列信息发送至目标虚拟角色对应的行为树;行为树配置在服务端中;行为树用于按照序列信息提供动作执行指令;接收服务端发送的针对特定动作序列中,第一虚拟动作的动作执行指令,根据动作执行指令,从预设的资源文件中确定第一虚拟动作的动作节点;通过动作节点,控制目标虚拟角色以第一速度执行第一虚拟动作。
上述目标虚拟角色预设的多个虚拟动作,多个虚拟动作中至少部分虚拟动作预设有快速反应事件;上述速度控制模块还被配置为执行:响应于目标虚拟角色执行到第一虚
拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息;其中,交互提示信息用于指示:执行第一事件对应的指定交互操作;响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容。
上述速度控制模块还被配置为执行:响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,预先配置的数据表中确定第一虚拟动作对应的第一事件的相关数据;根据相关数据触发第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息。
上述速度控制模块还被配置为执行:在预设时间内,响应于指定交互操作,同时显示目标虚拟角色的执行第一虚拟动作的画面、第一虚拟动作的动作示意图、以及动作说明内容。
上述装置还包括第一积分控制模块,被配置为执行:显示第一事件预设的第一积分,并控制受控虚拟角色的游戏积分增加第一积分。
上述装置还包括第二积分控制模块,被配置为执行:响应于目标虚拟角色执行完毕第一虚拟动作,且未进行交互操作,控制受控虚拟角色的游戏积分不变;响应于第二操作,或未在预设时间内,响应于指定交互操作,显示第一事件预设的第二积分,并控制受控虚拟角色的游戏积分减少第二积分;第二操作不是交互提示信息对应的指定交互操作。
上述目标虚拟角色为非玩家角色。
上述装置包括学习完成模块,被配置为执行:响应于在限制时间内,受控虚拟角色的游戏积分达到目标积分,确定完成针对特定动作序列的学习。
本公开实施例提供的游戏中的信息处理装置,与上述实施例提供的游戏中的信息处理方法具有相同的技术特征,所以也能解决相同的技术问题,达到相同的技术效果。
本实施例还提供一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述游戏中的信息处理方法。该电子设备可以是服务器,也可以是终端设备。
参见图9所示,该电子设备包括处理器100和存储器101,该存储器101存储有能够被处理器100执行的机器可执行指令,该处理器100执行机器可执行指令以实现上述游戏中的信息处理方法。
进一步地,图9所示的电子设备还包括总线102和通信接口103,处理器100、通信接口103和存储器101通过总线102连接。
其中,存储器101可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是
ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图9中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器100可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器100中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器100可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processor,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器101,处理器100读取存储器101中的信息,结合其硬件完成前述实施例的方法的步骤。
上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏中的信息处理方法中的下述操作:
显示目标虚拟角色;控制目标虚拟角色以第一速度执行特定动作序列;在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。
上述显示目标虚拟角色,包括:显示游戏场景的第一场景画面;游戏场景中包括受控虚拟角色,第一场景画面通过受控虚拟角色对应的虚拟相机拍摄得到的;受控虚拟角色通过终端设备控制;在第二场景位置显示目标虚拟角色,并将第一场景画面切换为第二场景画面;其中,第二场景画面为虚拟相机拍摄目标虚拟角色得到的。
上述在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面,包括:响应于受控虚拟角色移动至游戏场景的第一场景位置,在游戏场景的第二场景位置显示第一提示信息;响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面;其中,第一操作为针对第一提示信息的触发操作或针对第一提示信息指示的快捷键的操作。
上述响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面之后,上述方法还包括:显示目标虚拟角色预设的限制时间的倒计时和目标积分;其中,限制时间用于指示:目标虚拟角色执行特定动作序列的执行时长;目标积分用于指示:完成针对所述特定动作序列的学习任务所需要达到的分数。
上述控制目标虚拟角色以第一速度执行特定动作序列,包括:根据预设的配置信息,自动控制目标虚拟角色以第一速度执行特定动作序列;其中,配置信息至少包括:目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度。
上述根据预设的配置信息,自动控制目标虚拟角色以第一速度执行特定动作序列,包括:从配置信息中,获取目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度;对多个虚拟动作进行随机排序,得到特定动作序列,自动控制目标虚拟角色以第一速度执行特定动作序列。
上述自动控制目标虚拟角色以第一速度执行特定动作序列,包括:将特定动作序列的序列信息发送至目标虚拟角色对应的行为树;行为树配置在服务端中;行为树用于按照序列信息提供动作执行指令;接收服务端发送的针对特定动作序列中,第一虚拟动作的动作执行指令,根据动作执行指令,从预设的资源文件中确定第一虚拟动作的动作节点;通过动作节点,控制目标虚拟角色以第一速度执行第一虚拟动作。
上述目标虚拟角色预设的多个虚拟动作,多个虚拟动作中至少部分虚拟动作预设有快速反应事件;响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容,包括:响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息;其中,交互提示信息用于指示:执行第一事件对应的指定交互操作;响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容。
上述响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息,包括:响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,预先配置的数据表中确定第一虚拟动作对应的第一事件的相关数据;根据相关数据触发第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息。
上述响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容,包括:在预设时间内,响应于指定交互操作,同时显示目标虚拟角色的执行第一虚拟动作的画面、第一虚拟动作的动作示意图、以及动作说明内容。
在预设时间内,响应于指定交互操作之后,上述方法还包括:显示第一事件预设的第一积分,并控制受控虚拟角色的游戏积分增加第一积分。
上述方法还包括:响应于目标虚拟角色执行完毕第一虚拟动作,且未进行交互操作,控制受控虚拟角色的游戏积分不变;响应于第二操作,或未在预设时间内,响应于指定交互操作,显示第一事件预设的第二积分,并控制受控虚拟角色的游戏积分减少第二积分;第二操作不是交互提示信息对应的指定交互操作。
上述方法包括:响应于在限制时间内,受控虚拟角色的游戏积分达到目标积分,确
定完成针对特定动作序列的学习。
上述目标虚拟角色为非玩家角色。
该方式中,在目标虚拟角色执行到特定动作时,可以控制目标虚拟角色执行该动作的速度变慢,同时显示该特定动作的动作示意图以及动作说明内容,以展现丰富的动作细节,方便玩家观察学习该特定动作的细节,无需切换游戏界面和视频界面,且操作简单,进而提高了玩家的游戏体验感。
本实施例还提供一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述游戏中的信息处理方法。
上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏中的信息处理方法中的下述操作:
显示目标虚拟角色;控制目标虚拟角色以第一速度执行特定动作序列;在目标虚拟角色自动执行特定动作序列的过程中,响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容;其中,第二速度小于第一速度。
上述显示目标虚拟角色,包括:显示游戏场景的第一场景画面;游戏场景中包括受控虚拟角色,第一场景画面通过受控虚拟角色对应的虚拟相机拍摄得到的;受控虚拟角色通过终端设备控制;在第二场景位置显示目标虚拟角色,并将第一场景画面切换为第二场景画面;其中,第二场景画面为虚拟相机拍摄目标虚拟角色得到的。
上述在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面,包括:响应于受控虚拟角色移动至游戏场景的第一场景位置,在游戏场景的第二场景位置显示第一提示信息;响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面;其中,第一操作为针对第一提示信息的触发操作或针对第一提示信息指示的快捷键的操作。
上述响应于第一操作,在第二场景位置显示目标虚拟角色,将第一场景画面切换为第二场景画面之后,上述方法还包括:显示目标虚拟角色预设的限制时间的倒计时和目标积分;其中,限制时间用于指示:目标虚拟角色执行特定动作序列的执行时长;目标积分用于指示:完成针对所述特定动作序列的学习任务所需要达到的分数。
上述控制目标虚拟角色以第一速度执行特定动作序列,包括:根据预设的配置信息,自动控制目标虚拟角色以第一速度执行特定动作序列;其中,配置信息至少包括:目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度。
上述根据预设的配置信息,自动控制目标虚拟角色以第一速度执行特定动作序列,包括:从配置信息中,获取目标虚拟角色预设的多个虚拟动作和执行多个虚拟动作的第一速度;对多个虚拟动作进行随机排序,得到特定动作序列,自动控制目标虚拟角色以第一速度执行特定动作序列。
上述自动控制目标虚拟角色以第一速度执行特定动作序列,包括:将特定动作序列的序列信息发送至目标虚拟角色对应的行为树;行为树配置在服务端中;行为树用于按照序列信息提供动作执行指令;接收服务端发送的针对特定动作序列中,第一虚拟动作的动作执行指令,根据动作执行指令,从预设的资源文件中确定第一虚拟动作的动作节点;通过动作节点,控制目标虚拟角色以第一速度执行第一虚拟动作。
上述目标虚拟角色预设的多个虚拟动作,多个虚拟动作中至少部分虚拟动作预设有快速反应事件;响应指令事件,控制目标虚拟角色以第二速度执行特定动作序列中的当前动作,并显示针对当前动作的动作示意图像以及动作说明内容,包括:响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息;其中,交互提示信息用于指示:执行第一事件对应的指定交互操作;响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容。
上述响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息,包括:响应于目标虚拟角色执行到第一虚拟动作,且第一虚拟动作预设有第一事件,预先配置的数据表中确定第一虚拟动作对应的第一事件的相关数据;根据相关数据触发第一事件,控制目标虚拟角色以第二速度执行第一虚拟动作,并显示第一事件的交互提示信息。
上述响应于指定交互操作,显示针对第一虚拟动作的动作示意图像以及动作说明内容,包括:在预设时间内,响应于指定交互操作,同时显示目标虚拟角色的执行第一虚拟动作的画面、第一虚拟动作的动作示意图、以及动作说明内容。
在预设时间内,响应于指定交互操作之后,上述方法还包括:显示第一事件预设的第一积分,并控制受控虚拟角色的游戏积分增加第一积分。
上述方法还包括:响应于目标虚拟角色执行完毕第一虚拟动作,且未进行交互操作,控制受控虚拟角色的游戏积分不变;响应于第二操作,或未在预设时间内,响应于指定交互操作,显示第一事件预设的第二积分,并控制受控虚拟角色的游戏积分减少第二积分;第二操作不是交互提示信息对应的指定交互操作。
上述方法包括:响应于在限制时间内,受控虚拟角色的游戏积分达到目标积分,确定完成针对特定动作序列的学习。
上述目标虚拟角色为非玩家角色。
该方式中,在目标虚拟角色执行到特定动作时,可以控制目标虚拟角色执行该动作的速度变慢,同时显示该特定动作的动作示意图以及动作说明内容,以展现丰富的动作细节,方便玩家观察学习该特定动作的细节,无需切换游戏界面和视频界面,且操作简单,进而提高了玩家的游戏体验感。
本公开实施例所提供的游戏中的信息处理方法、装置以及系统的计算机程序产品,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,具体实现可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
另外,在本公开实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通。对于本领域技术人员而言,可以具体情况理解上述术语在本公开中的具体含义。
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,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,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(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上实施例,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 (17)
- 一种游戏中的信息处理方法,所述方法包括:显示目标虚拟角色;控制所述目标虚拟角色以第一速度执行特定动作序列;在所述目标虚拟角色自动执行所述特定动作序列的过程中,响应指令事件,控制所述目标虚拟角色以第二速度执行所述特定动作序列中的当前动作,并显示针对所述当前动作的动作示意图像以及动作说明内容;其中,第二速度小于所述第一速度。
- 根据权利要求1所述的方法,其中,显示目标虚拟角色,包括:显示游戏场景的第一场景画面;所述游戏场景中包括受控虚拟角色,所述第一场景画面为通过所述受控虚拟角色对应的虚拟相机拍摄得到的;所述受控虚拟角色通过终端设备控制;在所述第二场景位置显示所述目标虚拟角色,并将所述第一场景画面切换为第二场景画面;其中,所述第二场景画面为所述虚拟相机拍摄所述目标虚拟角色得到的。
- 根据权利要求2所述的方法,其中,在所述第二场景位置显示所述目标虚拟角色,将所述第一场景画面切换为第二场景画面,包括:响应于所述受控虚拟角色移动至所述游戏场景的第一场景位置,在所述游戏场景的第二场景位置显示第一提示信息;响应于第一操作,在所述第二场景位置显示所述目标虚拟角色,将所述第一场景画面切换为第二场景画面;其中,所述第一操作为针对所述第一提示信息的触发操作或针对所述第一提示信息指示的快捷键的操作。
- 根据权利要求3所述的方法,其中,响应于第一操作,在所述第二场景位置显示所述目标虚拟角色,将所述第一场景画面切换为第二场景画面之后,所述方法还包括:显示所述目标虚拟角色预设的限制时间的倒计时和目标积分;其中,所述限制时间用于指示:所述目标虚拟角色执行所述特定动作序列的执行时长;所述目标积分用于指示:完成针对所述特定动作序列的学习任务所需要达到的分数。
- 根据权利要求1所述的方法,其中,控制所述目标虚拟角色以第一速度执行特定动作序列,包括:根据预设的配置信息,自动控制所述目标虚拟角色以第一速度执行特定动作序列;其中,所述配置信息至少包括:所述目标虚拟角色预设的多个虚拟动作和执行所述多个虚拟动作的第一速度。
- 根据权利要求5所述的方法,其中,根据预设的配置信息,自动控制所述目标虚拟角色以第一速度执行特定动作序列,包括:从所述配置信息中,获取所述目标虚拟角色预设的多个虚拟动作和执行所述多个虚拟动作的第一速度;对所述多个虚拟动作进行随机排序,得到所述特定动作序列,自动控制所述目标虚 拟角色以第一速度执行所述特定动作序列。
- 根据权利要求6所述的方法,其中,自动控制所述目标虚拟角色以第一速度执行所述特定动作序列,包括:将所述特定动作序列的序列信息发送至所述目标虚拟角色对应的行为树;所述行为树配置在服务端中;所述行为树用于按照所述序列信息提供动作执行指令;接收所述服务端发送的针对所述特定动作序列中,第一虚拟动作的动作执行指令,根据所述动作执行指令,从预设的资源文件中确定所述第一虚拟动作的动作节点;通过所述动作节点,控制所述目标虚拟角色以第一速度执行所述第一虚拟动作。
- 根据权利要求1所述的方法,其中,所述目标虚拟角色预设的多个虚拟动作,所述多个虚拟动作中至少部分所述虚拟动作预设有快速反应事件;响应指令事件,控制所述目标虚拟角色以第二速度执行所述特定动作序列中的当前动作,并显示针对所述当前动作的动作示意图像以及动作说明内容,包括:响应于所述目标虚拟角色执行到第一虚拟动作,且所述第一虚拟动作预设有第一事件,控制所述目标虚拟角色以第二速度执行所述第一虚拟动作,并显示所述第一事件的交互提示信息;其中,所述交互提示信息用于指示:执行所述第一事件对应的指定交互操作;响应于所述指定交互操作,显示针对所述第一虚拟动作的动作示意图像以及动作说明内容。
- 根据权利要求8所述的方法,其中,响应于所述目标虚拟角色执行到第一虚拟动作,且所述第一虚拟动作预设有第一事件,控制所述目标虚拟角色以第二速度执行所述第一虚拟动作,并显示所述第一事件的交互提示信息,包括:响应于所述目标虚拟角色执行到第一虚拟动作,且所述第一虚拟动作预设有第一事件,预先配置的数据表中确定所述第一虚拟动作对应的第一事件的相关数据;根据所述相关数据触发所述第一事件,控制所述目标虚拟角色以第二速度执行所述第一虚拟动作,并显示所述第一事件的交互提示信息。
- 根据权利要求8所述的方法,其中,响应于所述指定交互操作,显示针对所述第一虚拟动作的动作示意图像以及动作说明内容,包括:在预设时间内,响应于所述指定交互操作,同时显示所述目标虚拟角色的执行所述第一虚拟动作的画面、所述第一虚拟动作的动作示意图、以及所述动作说明内容。
- 根据权利要求10所述的方法,其中,在预设时间内,响应于所述指定交互操作之后,所述方法还包括:显示所述第一事件预设的第一积分,并控制受控虚拟角色的游戏积分增加所述第一积分。
- 根据权利要求10所述的方法,其中,所述方法还包括:响应于所述目标虚拟角色执行完毕所述第一虚拟动作,且未进行交互操作,控制受 控虚拟角色的游戏积分不变;响应于第二操作,或未在所述预设时间内,响应于所述指定交互操作,显示所述第一事件预设的第二积分,并控制所述受控虚拟角色的游戏积分减少所述第二积分;所述第二操作不是所述交互提示信息对应的指定交互操作。
- 根据权利要求11所述的方法,其中,所述方法包括:响应于在限制时间内,所述受控虚拟角色的游戏积分达到目标积分,确定完成针对所述特定动作序列的学习。
- 根据权利要求1所述的方法,其中,所述目标虚拟角色为非玩家角色。
- 一种游戏中的信息处理装置,所述装置包括:角色显示模块,被配置为执行显示目标虚拟角色;动作执行模块,被配置为执行控制所述目标虚拟角色以第一速度执行特定动作序列;速度控制模块,被配置为执行在所述目标虚拟角色自动执行所述特定动作序列的过程中,响应指令事件,控制所述目标虚拟角色以第二速度执行所述特定动作序列中的当前动作,并显示针对所述当前动作的动作示意图像以及动作说明内容;其中,第二速度小于所述第一速度。
- 一种电子设备,包括处理器和存储器,所述存储器存储有能够被所述处理器执行的计算机可执行指令,所述处理器执行所述计算机可执行指令以实现权利要求1-14任一项所述的游戏中的信息处理方法。
- 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可执行指令,所述计算机可执行指令在被处理器调用和执行时,所述计算机可执行指令促使所述处理器实现权利要求1-14任一项所述的游戏中的信息处理方法。
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| CN114392554A (zh) * | 2021-12-31 | 2022-04-26 | 网易(杭州)网络有限公司 | 游戏控制的方法、装置、设备、介质和程序产品 |
| CN115317910A (zh) * | 2022-06-23 | 2022-11-11 | 网易(杭州)网络有限公司 | 信息的显示控制方法、装置和电子设备 |
| CN115364483A (zh) * | 2022-07-20 | 2022-11-22 | 网易(杭州)网络有限公司 | 游戏中对象控制方法、装置和电子设备 |
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| US20210268382A1 (en) * | 2019-06-05 | 2021-09-02 | Tencent Technology (Shenzhen) Company Limited | Information display method and apparatus, electronic device, and computer storage medium |
| CN114392554A (zh) * | 2021-12-31 | 2022-04-26 | 网易(杭州)网络有限公司 | 游戏控制的方法、装置、设备、介质和程序产品 |
| CN115317910A (zh) * | 2022-06-23 | 2022-11-11 | 网易(杭州)网络有限公司 | 信息的显示控制方法、装置和电子设备 |
| CN115364483A (zh) * | 2022-07-20 | 2022-11-22 | 网易(杭州)网络有限公司 | 游戏中对象控制方法、装置和电子设备 |
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