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CN115888125A - Information processing method and device in game, electronic equipment and storage medium - Google Patents

Information processing method and device in game, electronic equipment and storage medium Download PDF

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Publication number
CN115888125A
CN115888125A CN202110909209.XA CN202110909209A CN115888125A CN 115888125 A CN115888125 A CN 115888125A CN 202110909209 A CN202110909209 A CN 202110909209A CN 115888125 A CN115888125 A CN 115888125A
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China
Prior art keywords
virtual object
virtual
prop
controlled
target
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CN202110909209.XA
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Chinese (zh)
Inventor
许泽臣
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110909209.XA priority Critical patent/CN115888125A/en
Publication of CN115888125A publication Critical patent/CN115888125A/en
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Abstract

The application provides an information processing method, an information processing device, electronic equipment and a storage medium in a game, wherein the game comprises a virtual scene and a controlled virtual object positioned in the virtual scene, and the method comprises the following steps: responding to the first movement control instruction, and controlling the controlled virtual object to move in a first movement mode in the virtual scene; responding to a first control instruction aiming at a first prop of the controlled virtual object, and determining a target virtual object in the virtual scene; judging the attribute of the target virtual object; if the target virtual object meets the first attribute condition, controlling the controlled virtual object to acquire the target virtual object through the first prop; and if the target virtual object meets the second attribute condition, controlling the controlled virtual object to move to the position of the target virtual object in the virtual scene in a second moving mode. Through the method and the device, the control efficiency of the virtual prop can be effectively improved, the game process is accelerated, the time of a single game is shortened, and the electric quantity of the terminal device is saved.

Description

Information processing method and device in game, electronic equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to an information processing method and apparatus in a game, an electronic device, and a storage medium.
Background
With the development of terminal devices and the game industry, the variety of games that can be played on the terminal devices is increasing. In some games, for example, in games of the type that a team plays a battle, a terminal device may display a virtual scene in an interface and display a virtual character in the virtual scene, where the virtual character may obtain a virtual item by completing a game task, may also pick up a virtual item refreshed in the virtual scene, and may also obtain a virtual item configured by an enemy by killing the enemy, so as to fight against other virtual characters by controlling the virtual item, and may also arrange items such as fighting weapons in the game process.
At present, the functions of virtual props in games are single, for example, when a virtual character in a game is equipped with a flight prop, the virtual character only has flight capability, and when the virtual character uses a stealth prop, the virtual character only has stealth capability. Therefore, the control method of the virtual prop is single, cannot meet the requirements of users, and is poor in control effect.
Disclosure of Invention
In view of this, an object of the present application is to provide an information processing method, an apparatus, an electronic device, and a storage medium in a game, which can effectively improve the control efficiency of a virtual item and help to accelerate a game process.
In a first aspect, an embodiment of the present application provides an information processing method in a game, where the game includes a virtual scene and a controlled virtual object located in the virtual scene, and the information processing method includes: controlling the controlled virtual object to move in a first movement mode in the virtual scene in response to a first movement control instruction; determining a target virtual object in the virtual scene in response to a first control instruction for a first prop of the controlled virtual object; judging the attribute of the target virtual object; if the target virtual object meets a first attribute condition, controlling the controlled virtual object to acquire the target virtual object through the first road tool; and if the target virtual object meets a second attribute condition, controlling the controlled virtual object to move to the position of the target virtual object in a second moving mode in the virtual scene.
In some possible embodiments, the first attribute condition may indicate that the target virtual object is a pickable virtual prop, and the second attribute condition may indicate that the target virtual object is not a pickable virtual prop.
In some possible embodiments, the method may further include: responding to a second control instruction aiming at the first prop of the controlled virtual object, and judging the second control instruction; if the second control instruction is an acquisition control instruction and the target virtual object meets a first attribute condition, controlling the controlled virtual object to acquire the target virtual object through a first prop; and if the second control instruction is a second movement control instruction and the target virtual object meets a second attribute condition, controlling the controlled virtual object to move to the position of the target virtual object in the virtual scene in a second movement mode.
In some possible embodiments, the first prop may include a hook lock prop, and the target virtual object may include a second prop, wherein the step of controlling the controlled virtual object to acquire the target virtual object through the first prop may include: and controlling the second prop to be pulled to the controlled virtual object along a rope of the hook lock prop, and placing the second prop into a prop backpack of the controlled virtual object.
In some possible embodiments, before determining the target virtual object, the information processing method may further include: responding to a prop locking instruction, and locking at least one third prop from the virtual scene; and in the process of controlling the controlled virtual object to move in a second moving mode, picking up the locked third prop according to the moving track of the second moving mode.
In some possible embodiments, the locked third tacker may be picked up by: in the process of controlling the controlled virtual object to move in a second moving mode, when a locked third prop is detected to be included in the sensing range of the track point of the controlled virtual object, a pickup identifier is generated in the virtual scene, so that the third prop is picked up through the pickup identifier.
In some possible embodiments, the first control instruction may include a targeting instruction, and the target virtual object may be determined by: generating aiming points in response to the aiming instructions; controlling the aiming point to move in the virtual scene; responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifications corresponding to the at least one candidate virtual object one by one in the virtual scene; controlling the aiming point to move to the position of a preset candidate virtual object in the at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object; and responding to a selection instruction, and determining the preset candidate virtual object corresponding to the position of the aiming point as a target virtual object.
In some possible embodiments, the distance between two adjacent object identifiers is greater than a preset distance.
In some possible embodiments, the step of controlling the movement of the aiming point in the virtual scene may comprise: responding to the aiming instruction, displaying an aiming interface of the first tackling in the virtual scene, wherein the aiming interface comprises an aiming point; controlling the aiming interface to move in the virtual scene so as to drive the aiming point to move; and/or, the information processing method may further include: after the aiming point is controlled to move to the position of the preset candidate virtual object in the at least one candidate virtual object or the position of the object identification corresponding to the preset candidate virtual object, the display form of the aiming interface is changed.
In a second aspect, an embodiment of the present application provides an information processing method in a game, where the game includes a virtual scene and a controlled virtual object located in the virtual scene, and the information processing method includes: responding to a first movement control instruction, and controlling the controlled virtual object to move in a first movement mode in the virtual scene; determining a target position in the virtual scene in response to a first control instruction for a first prop of the controlled virtual object; responding to a second control instruction aiming at the first prop of the controlled virtual object, and judging the second control instruction: if the second control instruction is a second movement control instruction, controlling the controlled virtual object to move to the target position in a second movement mode in the virtual scene; and if the second control instruction is an acquisition control instruction, controlling the controlled virtual object to acquire the second prop in the designated range of the target position through the first prop.
In some possible embodiments, the first prop may include a hook lock prop, wherein the step of controlling the controlled virtual object to obtain the second prop in the designated range of the target location through the first prop may include: and controlling the second prop to be pulled to the controlled virtual object along a rope of the hook lock prop, and placing the second prop into a prop backpack of the controlled virtual object.
In some possible embodiments, before determining the target position, the information processing method may further include: responding to a prop locking instruction, and locking at least one third prop from the virtual scene; and in the process of controlling the controlled virtual object to move in a second moving mode, picking up the locked third prop according to the moving track of the second moving mode.
In some possible embodiments, the locked third tacker may be picked up by: in the process of controlling the controlled virtual object to move in a second moving mode, when a locked third prop is detected to be included in the sensing range of the track point of the controlled virtual object, a pickup identifier is generated in the virtual scene, so that the third prop is picked up through the pickup identifier.
In some possible embodiments, the first control instruction may comprise a targeting instruction, the target position may be determined by: responding to the aiming instruction, and generating an aiming point; controlling the aiming point to move in the virtual scene; responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifications corresponding to the at least one candidate virtual object one by one in the virtual scene; controlling the aiming point to move to the position of a preset candidate virtual object in the at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object; and responding to a selection instruction, and determining the position of the preset candidate virtual object corresponding to the position of the aiming point as the target position.
In some possible embodiments, the distance between two adjacent object identifiers is greater than a preset distance.
In a third aspect, an embodiment of the present application further provides an information processing method in a game, where the game includes a virtual scene and a controlled virtual object located in the virtual scene, and the information processing method includes: controlling the controlled virtual object to move in a first movement mode in the virtual scene in response to a first movement control instruction; determining a target position in the virtual scene in response to a first control instruction for a first prop of the controlled virtual object; and responding to a second control instruction aiming at the first prop of the controlled virtual object, controlling the controlled virtual object to move to the target position in the virtual scene in a second moving mode, and acquiring a third prop in the virtual scene according to a moving track of the second moving mode.
In some possible embodiments, before determining the target position, the information processing method may further include: responding to a prop locking instruction, and locking at least one third prop from the virtual scene; and in the process of controlling the controlled virtual object to move in a second moving mode, picking up the locked third prop according to the moving track of the second moving mode.
In some possible embodiments, the locked third tacker may be picked up by: in the process of controlling the controlled virtual object to move in a second moving mode, when a third locked prop is detected to be included in the sensing range of the track point of the controlled virtual object, a pickup identifier is generated in the virtual scene, so that the third prop is picked up through the pickup identifier.
In some possible embodiments, the first control instruction may comprise a targeting instruction, the target position may be determined by: generating aiming points in response to the aiming instructions; controlling the aiming point to move in the virtual scene; responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifications corresponding to the at least one candidate virtual object one by one in the virtual scene; controlling the aiming point to move to the position of a preset candidate virtual object in the at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object; and responding to a selection instruction, and determining the position of the preset candidate virtual object corresponding to the position of the aiming point as the target position.
In some possible embodiments, the distance between two adjacent object identifiers is greater than a preset distance.
In some possible embodiments, the first prop may comprise a hook lock prop, and the second control instruction may be a second movement control instruction.
In a fourth aspect, an embodiment of the present application further provides an information processing apparatus in a game, where the game includes a virtual scene and a controlled virtual object located in the virtual scene, and the information processing apparatus includes: the first movement control module is used for responding to a first movement control instruction and controlling the controlled virtual object to move in a first movement mode in the virtual scene; the object determination module is used for determining a target virtual object in the virtual scene in response to a first control instruction aiming at a first prop of the controlled virtual object; the first judgment module is used for judging the attribute of the target virtual object; the pickup module is used for controlling the controlled virtual object to acquire the target virtual object through the first road tool if the target virtual object meets a first attribute condition; and the second movement control module is used for controlling the controlled virtual object to move to the position of the target virtual object in a second movement mode in the virtual scene if the target virtual object meets a second attribute condition.
In a fifth aspect, an embodiment of the present application further provides an information processing apparatus in a game, where the game includes a virtual scene and a controlled virtual object located in the virtual scene, and the information processing apparatus includes: the first movement control module is used for responding to a first movement control instruction and controlling the controlled virtual object to move in a first movement mode in the virtual scene; the position determining module is used for responding to a first control instruction aiming at a first prop of the controlled virtual object and determining a target position in the virtual scene; the first judgment module is used for responding to a second control instruction of the first prop of the controlled virtual object and judging the second control instruction: the second movement control module is used for controlling the controlled virtual object to move to the target position in a second movement mode in the virtual scene if the second control instruction is a second movement control instruction; and the picking module is used for controlling the controlled virtual object to obtain the second prop in the designated range of the target position through the first prop if the second control instruction is an acquisition control instruction.
In a sixth aspect, an embodiment of the present application further provides an information processing apparatus in a game, where the game includes a virtual scene and a controlled virtual object located in the virtual scene, and the information processing apparatus includes: the first movement control module responds to a movement control instruction and controls the controlled virtual object to move in a first movement mode in the virtual scene; the position determining module is used for responding to a first control instruction aiming at a first prop of the controlled virtual object and determining a target position in the virtual scene; and the second movement control module responds to a second control instruction aiming at the first prop of the controlled virtual object, controls the controlled virtual object to move to the target position in a second movement mode in the virtual scene, and acquires a third prop in the virtual scene according to a movement track of the second movement mode.
In a seventh aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating via the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the information processing method in the game as described above.
In an eighth aspect, embodiments of the present application further provide a computer-readable storage medium, where the storage medium stores a computer program, and the computer program is executed by a processor to perform the steps of the information processing method in the game.
According to the information processing method and device in the game, the electronic equipment and the storage medium, the attributes of the target virtual object in the virtual scene are judged, different processing means are adopted for the target virtual object with different attributes through the first prop, and therefore the control efficiency of the controlled virtual object or the second prop can be improved by means of the first prop, the game progress can be accelerated, the time of a single game is shortened, and the electric quantity of the terminal equipment is saved.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings needed to be used in the embodiments are briefly described below, it should be understood that the following drawings are only some embodiments of the present application, and therefore should not be considered as limiting the scope, and it is obvious for those skilled in the art that other related drawings can be obtained according to the drawings without inventive efforts.
FIG. 1 is a flowchart of an information processing method in a game according to an embodiment of the present disclosure;
FIG. 2 is a flowchart of the steps provided in an embodiment of the present application for determining a target virtual object;
FIG. 3 is a schematic view of a targeting interface when a target virtual object is a virtual prop according to an embodiment of the present application;
FIG. 4 is a schematic view of an aiming interface provided in the present application when the target virtual object is a plurality of virtual props;
fig. 5 is a schematic diagram of a controlled virtual object provided in the embodiment of the present application during a process of moving in a second moving manner;
FIG. 6 is a second flowchart of an information processing method in a game according to an embodiment of the present application;
FIG. 7 is a third flowchart of an information processing method in a game according to an embodiment of the present application;
FIG. 8 is a schematic structural diagram of an information processing apparatus in a game according to an embodiment of the present application;
fig. 9 is a schematic structural diagram of an object determination module provided in an embodiment of the present application;
FIG. 10 is a second schematic structural diagram of an information processing apparatus in a game according to an embodiment of the present application;
FIG. 11 is a third schematic structural diagram of an information processing apparatus in a game according to an embodiment of the present application;
fig. 12 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. Every other embodiment that can be obtained by a person skilled in the art without making creative efforts based on the embodiments of the present application falls within the protection scope of the present application.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/parts/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. other than the listed elements/components/etc.; the terms "first" and "second", etc. are used merely as labels, and are not limiting on the number of their objects.
It should be understood that in the embodiments of the present application, "at least one" means one or more, "a plurality" means two or more. "and/or" is merely an association describing an associated object, meaning that three relationships may exist, e.g., a and/or B, may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. By "comprises A, B and/or C" is meant any 1 or any 2 or 3 of A, B, C.
It should be understood that in the embodiment of the present application, "B corresponding to a", "a corresponds to B", or "B corresponds to a" means that B is associated with a, and B can be determined according to a. Determining B from a does not mean determining B from a alone, but may also be determined from a and/or other information.
With the development of terminal devices and the game industry, the variety of games that can be played on the terminal devices is increasing. In some games, for example, in such game applications that play a battle by team formation, the terminal device may display a virtual scene in the graphical user interface, and display a virtual character in the virtual scene, where the virtual character may control the virtual item to fight against other virtual characters, and may also arrange items such as fighting weapons during the game.
At present, the picking up mode of virtual props in games is as follows: the player controls the virtual character to move to the position of the virtual prop in the virtual scene, and clicks the pick-up button to realize the pick-up operation of the virtual prop, but the pick-up mode of the virtual prop is complex in operation, and the prop cannot be remotely picked up. In order to simplify the picking up steps of the virtual props, there is also an automatic picking up mode of the props: when the player controls the virtual character to move to the vicinity of the virtual prop in the virtual scene, the player directly and automatically picks up the virtual prop. This way of picking up virtual items also cannot realize remote picking up of items, and there is a case where unwanted virtual items are picked up due to lack of reality of the game.
In addition, in current games, the process of controlling and picking up virtual items has some disadvantages: on one hand, the control method of the virtual prop is single, and one virtual prop can only realize one function, and on the other hand, in a game scene, the virtual prop may be stacked, which is not beneficial for a player to accurately pick up a desired virtual prop.
In view of the foregoing problems, embodiments of the present application provide an information processing method and apparatus in a game, an electronic device, and a storage medium, so as to implement at least one of the following: the method for remotely picking up the virtual props enriches the control method of the virtual props and improves the picking-up precision of the virtual props.
For the convenience of understanding the present embodiment, the following describes in detail an information processing method, an information processing apparatus, an electronic device, and a storage medium in a game provided by the embodiments of the present application.
Referring to fig. 1, for an information processing method in a game provided in an embodiment of the present application, the game includes a virtual scene and a controlled virtual object located in the virtual scene, and specifically, the information processing method includes:
and S101, responding to the first movement control instruction, and controlling the controlled virtual object to move in a first movement mode in the virtual scene.
S102, responding to a first control instruction of a first prop aiming at the controlled virtual object, and determining a target virtual object in the virtual scene.
S103, judging the attribute of the target virtual object.
And S104, if the target virtual object meets the first attribute condition, controlling the controlled virtual object to acquire the target virtual object through the first prop.
And S105, if the target virtual object meets the second attribute condition, controlling the controlled virtual object to move to the position of the target virtual object in the virtual scene in a second moving mode.
First, the names referred to in the embodiments of the present application will be briefly described.
In this embodiment of the present application, a graphical user interface may be provided by a terminal device, and a virtual scene of a game is displayed in the provided graphical user interface, where:
the terminal equipment:
the terminal device related in the embodiment of the present application mainly refers to an intelligent device for providing a virtual scene of a game and capable of performing control operation on a controlled virtual object, and the terminal device may include, but is not limited to, any one of the following devices: smart phones, tablet computers, portable computers, desktop computers, MP4 (smart devices in which Moving can perform control operations on controlled virtual objects, and terminal devices may include, but are not limited to, the following devices, motion picture experts compression standard audio layer 4) players, game machines, personal Digital Assistants (PDAs), e-book readers, and the like. The terminal device is installed and operated with an application program supporting a virtual scene of a game, such as an application program supporting a three-dimensional game scene. The application may include, but is not limited to, any one of a virtual reality application, a three-dimensional map program, a military simulation program, an MOBA game, a multiplayer gunfight type live game, a Third-person shooter game (TPS), a Third-person shooter game (landscape application). Alternatively, the application may be a stand-alone version of the application, such as a stand-alone version of the 3D game program, or an online version of the application.
A graphical user interface:
the interface display format is used for human-computer communication, and allows a user to use an input device such as a mouse or a keyboard to manipulate icons, logos or menu options on a screen, and also allows the user to manipulate the icons or menu options on the screen by performing a touch operation on a touch screen of the touch terminal to select a command, start a program or perform other tasks.
Virtual scene:
is a virtual scene that an application program displays (or provides) when running on a terminal or a server, i.e., a scene used during normal game play. That is to say, the virtual scene is a virtual game control that bears a virtual object during the game, and the virtual object can be controlled by an operation instruction issued by a user (i.e., a player) to the terminal device in the virtual scene to perform actions such as movement and skill release. Optionally, the virtual scene may be a simulation environment of the real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and the virtual environment may be sky, land, sea, and the like, where the land includes environmental elements such as a desert, a city, and the like. The virtual scene is a scene of a complete game logic of a virtual object such as a user control. Optionally, the virtual scene may also be used for virtual scene engagement between at least two virtual characters, in which virtual resources are available for use by the at least two virtual characters. Illustratively, the virtual scene may include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, and the like.
Virtual object:
refers to a controlled virtual object in a virtual environment, which may be a virtual character manipulated by a player, including but not limited to at least one of a virtual character, a virtual animal, an animation character, and an uncontrolled virtual object, which may be a non-player manipulated virtual character (NPC), and may also be a virtual object, referring to a static object in a virtual scene, for example, a virtual prop, a virtual task in a virtual scene, a location in a virtual environment, the ground, a building, a bridge, a tree, a mountain, vegetation, and the like. Static objects are often not directly controlled by the player, but may behave accordingly in response to the interaction of virtual objects in the scene (e.g., attack, tear down, etc.), such as: the virtual object may be demolished, picked up, dragged, built, etc. of the building. Alternatively, the virtual object may not respond to the interaction behavior of the virtual object, for example, the virtual object may also be a building, a door, a window, a plant, etc. in the virtual scene, but the virtual object cannot interact with the virtual object, for example, the virtual object cannot destroy or remove the window, etc. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each virtual character having its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual role may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this embodiment of the present application.
There may be a plurality of virtual objects in the virtual scene, which are virtual characters manipulated by a Player (i.e., characters controlled by the Player through an input device), or Artificial Intelligence (AI) set in a virtual environment battle by training, or Non-Player characters (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiment of the present application. In one possible implementation, the user can control the virtual object to move in the virtual scene, e.g., control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight against other virtual objects using skills, virtual props, etc., provided by the application.
A game interface:
the interface is provided or displayed through a graphical user interface, and the interface comprises a UI interface and a game picture for a player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indicators (e.g., directional indicators, character indicators, etc.), information presentation areas (e.g., number of clicks, game play time, etc.), or game setting controls (e.g., system settings, stores, coins, etc.) may be included in the UI interface. In an optional embodiment, the game screen is a display screen corresponding to a virtual scene displayed by the terminal device, and the game screen may include virtual objects such as a game character, an NPC character, and an AI character that execute a game logic in the virtual scene.
The virtual props are as follows:
refers to items that provide convenience to a player, for example, virtual items may include, but are not limited to, at least one of: consumables, equipment, task items. By way of example, consumables may include, but are not limited to, food, medicine, ingredients, cameras, and the like, equipment may include, but is not limited to, weapons, helmets, armor, belts, boots, hooks, jewelry, and the like, and mission may include, but is not limited to, drama props, party goods, letters, banners, infobooks, intellectual lists, and the like.
In order to improve the game experience of the player, a game operator usually sets a virtual item management system in the game, for example, the game operator usually randomly allocates a certain number of virtual items to a virtual character controlled by the player when the virtual character initially enters the game, the virtual items held by the virtual character are displayed in an item bar or a backpack, and the player can control the virtual character to select to use the virtual items or discard the virtual items. For example, after the virtual item held by the virtual character is discarded in the game, the discarded virtual item may be displayed in the virtual scene, and at this time, the discarded virtual item displayed in the virtual scene may be picked up again by the virtual character operated by the player, or may be picked up by the virtual character operated by another player in the same game. In addition, the game operator can refresh the virtual props at different positions in the virtual scene, and each player can control the virtual character to reach the refreshing position to pick up the corresponding virtual props. In addition, the application program can also refresh the virtual props which are not picked up in the virtual scene at regular time, and the discarded virtual props in the virtual scene disappear after refreshing.
Game operators usually set up property bars or backpacks in the game to store the virtual properties held by the virtual characters operated by the players. For example, the graphical user interface in the embodiment of the present application may refer to an interface that displays a game screen on a display of a terminal device, and at least one backpack may be displayed on the graphical user interface. During the game, the player may need to sort the virtual items stored in the backpack, for example, discard one of the virtual items in the backpack or store one of the virtual items in the backpack. In addition, the player may also need to arrange the virtual items used by the manipulated virtual character, for example, to manipulate the virtual character to use the virtual items stored in the backpack, or to exchange the virtual items currently used by the virtual character with the virtual items in the backpack.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (6) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the information processing method are completed on the cloud game server, and the terminal equipment is used for receiving and sending data and presenting the game picture, for example, the terminal equipment can be display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the terminal device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are coded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the terminal device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. By way of example, the local terminal device may include a display screen for presenting a graphical user interface including game screens and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
An application scenario to which the present application is applicable is introduced. The application can be applied to the technical field of games.
In the game, a plurality of players participating in the game jointly join the same game play, after the game play is entered, virtual objects of different players are assigned with different character attributes, such as identity attributes, different plays are determined by assigning different character attributes, so that the players win game competition by performing tasks assigned by the game in different game play stages of the game play, and for example, a plurality of virtual objects with A character attributes win game competition by performing 'elimination' on virtual objects with B character attributes in game play stages.
An implementation environment provided in one embodiment of the present application may include: the game server comprises a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device communicate with the game server, respectively, to achieve data communication. In the present embodiment, the first terminal device and the second terminal device are respectively installed with an application program for executing the information processing method in the game provided by the present application, and the game server is a server side for executing the information processing method in the game provided by the present application. The first terminal device and the second terminal device are enabled to communicate with the game server respectively through the application program.
Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the application program. In an alternative embodiment, the game server establishes the game pair based on a game request from the application. The parameters of the game play can be determined according to the parameters in the received game request, for example, the parameters of the game play can include the number of people participating in the virtual match, the level of the characters participating in the virtual match, and the like. And when the first terminal equipment receives the response of the game server, displaying the virtual scene corresponding to the game play through the graphical user interface of the first terminal equipment. In an optional implementation manner, the game server determines, according to a game request of the application program, a game session for the current time from a plurality of game sessions that have been established, and when the first terminal device receives a response from the game server, displays, through a graphical user interface of the first terminal device, a virtual scene corresponding to the game session for the current time. The first terminal device is a device controlled by a first user, the controlled virtual object displayed in the graphical user interface of the first terminal device is a player character (i.e. a first controlled virtual object) controlled by the first user, and the first user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operation in the virtual scene.
Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the application program. In an optional embodiment, the game server establishes the game match according to a game request of the application program. The parameters of the game play can be determined according to the parameters in the received game request, for example, the parameters of the game play can include the number of people participating in the virtual match, the level of the characters participating in the virtual match, and the like. And when the second terminal equipment receives the response of the game server, displaying the virtual scene corresponding to the game match through the graphical user interface of the second terminal equipment. In an optional implementation manner, the game server determines, according to a game request of the application program, a game play of this time for the application program from a plurality of game plays already established, and when the second terminal device receives a response of the game server, displays, through a graphical user interface of the second terminal device, a virtual scene corresponding to the game play of this time. The second terminal device is a device controlled by a second user, the controlled virtual object displayed in the graphical user interface of the second terminal device is a player character (i.e., a second controlled virtual object) controlled by the second user, and the second user inputs an operation instruction through the graphical user interface to control the player character to perform a corresponding operation in the virtual scene.
The game server performs data calculation according to the game data reported by 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 control the graphical user interface to render a corresponding virtual scene and/or a virtual object according to the synchronization data issued by the game server.
In the present embodiment, a first controlled virtual object controlled by a first terminal device and a second controlled virtual object controlled by a second terminal device are virtual objects in the same virtual match. The first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device may have the same role attribute, or may have different role attributes, and the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device may belong to different camps, or may belong to the same camps.
It should be noted that the controlled virtual objects in the game play of this time may include two or more virtual objects, and different controlled virtual objects may correspond to different terminal devices, that is, in the virtual play of this time, there are two or more terminal devices that respectively perform game data transmission and synchronization with the game server.
The embodiment of the application provides an information processing method in a game, different processing means are adopted for target virtual objects with different attributes through a first prop by judging the attributes of the target virtual objects in a virtual scene, and through the method, the control efficiency of the virtual prop can be improved, the game progress is accelerated, and therefore the consumption of electric quantity and data flow of terminal equipment in the game process is reduced.
The above exemplary steps provided by the embodiments of the present application are described below by taking the application of the above method to a terminal device as an example.
In step S101, the first movement control instruction may refer to a control instruction issued by the first user through the first terminal device, and the first movement control instruction may refer to a control instruction for controlling the first controlled virtual object to move in a first movement manner in the virtual scene, for example, the first movement manner is an original movement skill given to each controlled virtual object by the game, and for example, the first movement manner may include, but is not limited to, at least one of the following: walking, running, jumping and crawling.
In step S102, the controlled virtual object is equipped with a first tool, and here, the controlled virtual object may be equipped with other props in addition to the first tool. The first control instruction may refer to a control instruction issued by the first user through the first terminal device, and the first control instruction may refer to a control instruction for operating the first prop.
The target virtual object may be a movable object in the virtual scene, such as a virtual character manipulated by another player or a virtual character manipulated by a non-player, or the target virtual object may also be a static object in the virtual scene, such as a virtual prop in the virtual scene, a location in the virtual environment, a terrain, a house, a building, a tree, a mountain, or other virtual object.
For example, when the target virtual object is a virtual object in the virtual scene, the target virtual object may include, but is not limited to, a coordinate position of a house eave that can be aimed at in the virtual scene, a coordinate position of a trunk, a coordinate position of a ground that can be selected, and the like. When the target virtual object is a virtual prop in the virtual scene, the target virtual object may include, but is not limited to, a virtual prop that is refreshed at a different position in the virtual scene, a virtual prop that is discarded in the virtual scene by the virtual character, and a virtual prop that falls into the virtual scene after hitting the virtual character of the enemy.
For example, the first control instructions may include aiming instructions and/or launch instructions for the first headwear.
In an alternative example, a target point may be exhaled in the virtual scene in response to the targeting instruction and controlled to move to target the target virtual object.
As an example, the aiming instruction may be an operation received through an external input device (e.g., a keyboard and/or a mouse) connected to the terminal device, or the terminal device may be a device having a touch screen, in which case the aiming instruction may be a touch operation performed on the touch screen.
After the aiming point is called out, the aiming point can move along with the movement of the mouse, or along with the operation of a direction key on the keyboard, or along with the touch input (such as sliding operation and clicking operation) on the touch screen.
In an alternative example, a targeting interface of the first prop may be displayed in a graphical user interface in response to the targeting instruction, the targeting interface including a targeting point (e.g., a sight star) that controls the movement of the targeting point.
Optionally, when the control aiming point moves to the position of the target virtual object, the display form of the aiming interface and/or the aiming point can be changed to prompt the player that the target virtual object is aimed. Further, the aiming interface and/or aiming point may be displayed in different forms to prompt the player whether the target virtual object may be locked by the first track, depending on whether the distance of the target virtual object is greater than or less than the distance threshold. For example, if the target virtual object is aimed at, but its distance from the controlled virtual object is greater than a distance threshold, the target virtual object cannot be locked by the first tool; if the target virtual object is aimed at and its distance from the controlled virtual object is less than the distance threshold, the target virtual object is locked by the first tool. Here, the first prop may have an upper limit of a working distance, and taking the first prop as a hook-lock prop as an example, the hook-lock prop has an upper limit of a grabbing distance, and the distance threshold may be the upper limit of the working distance of the first prop. It should be understood that the present application is not limited thereto, and the distance threshold may be set in other ways.
For example, the transmission instruction may be an instruction received through an external input device connected to the terminal device, or the transmission instruction may also be a touch operation performed on a touch screen of the terminal device. And responding to the emission instruction, controlling the controlled virtual object to emit a first prop to the position of the target virtual object, wherein, exemplarily, two ends of the first prop after emission are respectively connected with the controlled virtual object and the target virtual object. For example, the controlled virtual object is controlled to transmit a first prop to the position of the target virtual object, so that the controlled virtual object can be connected with the target virtual object, one end of the first prop is connected with the controlled virtual object, and the other end of the first prop is connected with the target virtual object, so that the controlled virtual object can be controlled to move in a virtual scene through the connection, or the target virtual object can be picked up.
Through the mode, when an obstacle exists between the controlled virtual object and the target virtual object or an area which cannot pass through the controlled virtual object and the target virtual object in other modes exists between the controlled virtual object and the target virtual object or the distance between the controlled virtual object and the target virtual object is long, one of the controlled virtual object and the target virtual object can be controlled to move quickly and remotely and pick up remotely in a virtual scene through the connection of the first guide tool, so that the inherent virtual scene limit is broken through, a more flexible movement control mode is provided, and the control effect is better.
In step S103, the attributes of the target virtual object include, but are not limited to, a first attribute condition and a second attribute condition. For example, the first attribute condition may indicate that the target virtual object is a pickable virtual item, and the second attribute condition may indicate that the target virtual object is not a pickable virtual item, for example, other movable objects located in the virtual scene other than the controlled virtual object, such as a virtual character manipulated by other players or a virtual character not manipulated by a player, or a static object located in the virtual scene, such as a virtual object at a location, terrain, house, building, tree, mountain, or the like in the virtual scene.
In an optional embodiment, the timing of performing the attribute determination on the target virtual object may be when the target virtual object is aimed, or may be when the first prop collides with the target virtual object. That is, the attribute of the target virtual object is determined in response to the aiming instruction, or the attribute of the target virtual object is determined in response to the emission instruction.
In this step, a control manner of the controlled virtual object by using the first prop may be determined based on the attribute category of the target virtual object, and the controlled virtual object is controlled in the determined control manner to perform a corresponding action in the virtual scene.
In an optional example, the first prop may include a hook-lock prop, in which case, a pull object of the first prop may be determined by judging an attribute of the target virtual object to control one of the parties (the pulled object) to which the first prop is connected to move to the other party.
In step 104, if it is determined that the target virtual object satisfies the first attribute condition, it indicates that the target virtual object is a second prop, in which case, the controlled virtual object may be controlled to pick up the second prop through the first prop.
In an alternative example, for the case that the first prop is a hook-locked prop, the second prop may be controlled to be pulled toward the controlled virtual object along a rope of the hook-locked prop, and placed in a prop backpack of the controlled virtual object. By the mode, the first prop can be used for remotely picking up the second prop by the controlled virtual object.
For example, the hook lock prop may include a virtual grapple and a virtual rope connected to the virtual grapple, wherein the controlled virtual object is controlled to launch the virtual grapple from the controlled virtual object to a position where the target virtual object is located, and the virtual rope is controlled to stretch as the virtual grapple moves during movement of the virtual grapple. And in response to the collision of the virtual grapple with the target virtual object, controlling the target virtual object to be pulled to the controlled virtual object along the virtual rope, and placing the target virtual object into a prop backpack of the controlled virtual object.
Optionally, in response to the collision between the virtual grapple and the target virtual object, displaying, in the graphical user interface, that the virtual grapple grabs the target virtual object, so that the virtual grapple is connected with the target virtual object, and controlling the virtual grapple to grab the target virtual object to move from the position of the target virtual object to the position of the controlled virtual object, wherein the virtual rope contracts as the target virtual object moves towards the controlled virtual object during the grabbing and moving of the target virtual object. And after the target virtual object is moved to the position of the controlled virtual object, putting the target virtual object into a prop knapsack of the controlled virtual object.
That is to say, when it is determined that the target virtual object satisfies the first attribute condition, the target virtual object may be determined as a pull object of the first prop, so as to control the controlled virtual object to obtain the target virtual object through the first prop.
In step 105, if it is determined that the target virtual object satisfies the second attribute condition, it indicates that the target virtual object is not a pickable virtual item, in which case, the controlled virtual object may be controlled to move rapidly in the virtual scene through the first item.
In an alternative example, for a case that the first prop is a hook-lock prop, the controlled virtual object may be controlled to move to a position where the target virtual object is located along a rope of the hook-lock prop, where the second moving manner is different from the first moving manner, and the second moving manner may refer to a moving manner by means of the first prop. By the aid of the method, the controlled virtual object can be rapidly moved in the virtual scene by the aid of the first road tool.
For example, the first virtual prop is taken as a hook lock prop, at this time, the controlled virtual object is controlled to launch the virtual grapple from the controlled virtual object to the position of the target virtual object, and the virtual rope is controlled to stretch along with the movement of the virtual grapple during the movement of the virtual grapple. And controlling the controlled virtual object to move to the position of the target virtual object in response to the collision between the virtual grapple and the target virtual object.
For example, in response to the virtual grapple colliding with the target virtual object, the virtual grapple may be shown in the virtual scene to grab onto the target virtual object, to connect the virtual grapple with the target virtual object, and to control the controlled virtual object to fly along the virtual rope toward the target virtual object. During the flight of the controlled virtual object, the virtual rope contracts along with the movement of the controlled virtual object to the direction of the target virtual object.
That is, when it is determined that the target virtual object satisfies the second attribute condition, the controlled virtual object may be determined as a pull object of the first prop, so as to control the controlled virtual object to move to the position of the target virtual object in the second moving manner through the first prop.
In this embodiment of the application, if the attribute types of the target virtual object are different, the objects pulled by the first prop are different, that is, the objects moving in the virtual scene are different, and the manner of the controlled virtual object through the first prop is different. Usually, the virtual object can be controlled to move to a preset target position by means of the virtual prop, for example, the virtual object can be controlled to move to a position where the virtual hook head is fixed by the virtual grapple. In this embodiment of the application, based on the attribute category of the target virtual object, bidirectional movement of two parties connected to the first prop may be achieved, that is, based on the attribute category of the target virtual object, the controlled virtual object is controlled to move to the position where the target virtual object is located, or the target virtual object is controlled to move to the controlled virtual object, so as to achieve remote pickup of the target virtual object.
In a preferred embodiment of the present application, the information processing method in the game may further include: and responding to a second control instruction aiming at the first prop of the controlled virtual object, and judging the second control instruction.
Here, the second control instruction may refer to a control instruction issued by the first user through the first terminal device, and the second control instruction is a control instruction applied to the first prop.
For example, the second control instruction may include, but is not limited to, a fetch control instruction and a second move control instruction.
And if the second control instruction is a second movement control instruction and the target virtual object meets the second attribute condition, controlling the controlled virtual object to move to the position of the target virtual object in a second movement mode in the virtual scene.
In the above-described embodiment, the determination of the attribute of the target virtual object is combined with the determination of the second control instruction to implement the pickup of the target virtual object or the control of the movement of the controlled virtual object.
Please refer to fig. 2, which is a flowchart illustrating a step of determining a target virtual object according to an embodiment of the present application, specifically including the following steps:
s201, controlling the aiming point to move in the virtual scene.
In an alternative example, the aim point may be exhaled in the virtual scene and controlled to move to aim at the target virtual object in response to the first control instruction (e.g., aiming instruction) described above for the first piece of furniture.
As an example, the aiming instruction may be an operation received through an external input device connected to the terminal apparatus, or may be a touch operation performed on a touch screen of the terminal apparatus. For example, when the external input device is a mouse, the pointing command may be implemented by clicking a left key, a right key, or a key of the mouse, and when the external input device is a keyboard, the pointing command may be implemented by pressing any key of the keyboard or a self-defined shortcut key.
After the aim point is exhaled, the aim point may move with the movement of the mouse, or with the manipulation of the arrow keys on the keyboard, or with the touch input on the touch screen.
In an alternative example, a targeting interface of the first prop may be displayed in the virtual scene in response to the targeting instruction, the targeting interface may include a targeting point and a targeting area box, and the targeting interface is controlled to move in the virtual scene such that the targeting point and the targeting area box in the targeting interface both move therewith.
When the controlled virtual object controlled by the first user aims at the target virtual object in the current virtual scene, the aiming point needs to be controlled to randomly move in the virtual scene so as to find and aim at least one target virtual object in the virtual scene, and therefore the difficulty and the interest of a player for finding the target virtual object are greatly increased.
S202, responding to the fact that at least one candidate virtual object exists in the target range of the aiming point, and displaying object identifications corresponding to the at least one candidate virtual object one to one in the virtual scene.
Here, the target range may be determined based on the position where the aimed point is located. For example, a predetermined range including the position of the aiming point may be determined as the target range, and for example, a circular range centered on the position of the aiming point and having a radius of a predetermined length may be determined as the target range. It should be understood that the values of the predetermined range and the predetermined length may be selected according to actual requirements, and other shapes such as an oval shape, a rectangular shape, an irregular shape, and the like may also be selected as the shapes of the target range, which is not limited in this application.
For example, taking the aiming interface including the aiming point and the aiming area frame as an example, the aiming point may be located at a center position of the aiming area frame, and when the aiming interface is controlled to move in the virtual scene, the aiming point and the aiming area frame move together, and the relative position between the aiming point and the aiming area frame does not change. In an optional example, the target range may be a range corresponding to the aiming area frame, or may also be a range corresponding to the aiming point, and when at least one candidate virtual object is detected to exist in the target range, object identifiers corresponding to the at least one candidate virtual object one to one are displayed in the virtual scene.
By way of example, an object identification may refer to an identification of a game attribute that is capable of characterizing a candidate virtual object, where the game attribute may include, but is not limited to, at least one of: identity attribute, skill attribute, marketing attribute. One candidate virtual object corresponds to one object identifier, that is, the number of object identifiers is the same as the number of candidate virtual objects, and illustratively, the object identifiers corresponding to the candidate virtual objects with different game attributes are also different.
In this step, by displaying the object identifier in the virtual scene, the player who manipulates the controlled virtual object may be prompted that a candidate virtual object currently falls within the target range, so that the player may find and pick the target virtual object in time.
S203, controlling the aiming point to move to the position of a preset candidate virtual object in the at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object.
In this step, the predetermined candidate virtual object may be selected by two ways:
in a first mode, the aiming point is controlled to move to the position of a preset candidate virtual object in at least one candidate virtual object.
In this case, in the case where only the candidate virtual object is displayed in the virtual scene, the predetermined candidate virtual object may be selected as described above.
In a second mode, the aiming point is controlled to move to the position of the object identifier corresponding to the preset candidate virtual object in the at least one candidate virtual object.
For the case that the candidate virtual object and the object identifier corresponding to the candidate virtual object are displayed in the virtual scene, the predetermined candidate virtual object may be selected by the generated object identifier, in addition to the manner of directly selecting the predetermined candidate virtual object.
In the case where a plurality of candidate virtual objects displayed in a virtual scene overlap each other, a selection error may occur when a target virtual object is aimed at from the plurality of candidate virtual objects overlapping each other by using an aiming point. In view of this problem, in the embodiment of the present application, a selection error may be avoided by the generated object identifier.
In a preferred example, when a distance between two adjacent object identifiers of the plurality of object identifiers displayed in the virtual scene is greater than a preset distance, that is, when there is mutual overlap between a plurality of candidate virtual objects, there is no overlap between object identifiers corresponding to respective candidate virtual objects displayed in the virtual scene, or only edges of the object identifiers overlap (the player is not influenced to distinguish the respective candidate virtual objects by the object identifiers).
In this case, the control aiming point is moved to the position of the object identifier corresponding to the preset candidate virtual object in the at least one candidate virtual object, so that the candidate virtual object which is expected to be selected can be accurately selected, and the wrong selection is avoided. That is, when the candidate virtual objects are stacked, the player can lock the required candidate virtual object more accurately, and avoid selecting an unnecessary candidate virtual object.
In an optional example, the information processing method in the game of the present application may further include: and responding to the existence of at least one candidate virtual object in the target range of the aiming point, and changing the display form of the aiming interface to prompt a player who handles the controlled virtual object to currently exist the selectable target virtual object. Or after the control aiming point moves to the position of a preset candidate virtual object in the at least one candidate virtual object or the position of an object identifier corresponding to the preset candidate virtual object, changing the display form of the aiming interface to prompt a player operating the controlled virtual object to perform subsequent pulling or picking operation on the preset candidate virtual object by using the first tool.
Exemplary ways in which the presentation of the targeting interface may be changed include, but are not limited to: the color of the aiming interface is changed, and the aiming interface is highlighted.
S204, responding to the selection instruction, and determining the preset candidate virtual object corresponding to the position of the aiming point as the target virtual object.
In this step, in response to the selection instruction, the predetermined candidate virtual object corresponding to the position of the aiming point is determined as the target virtual object, or the predetermined candidate virtual object corresponding to the object identifier corresponding to the position of the aiming point is determined as the target virtual object.
Here, the selection instruction may be an instruction received through an external input device connected to the terminal apparatus, or the selection instruction may be a touch operation performed on a touch screen of the terminal apparatus. By way of example, the selection instruction may include, but is not limited to, at least one of: clicking the left button and the right button of the input control mouse or sliding the pulley of the input control mouse.
Referring to fig. 3, fig. 3 is a schematic view of an aiming interface when a target virtual object is a virtual item according to an embodiment of the present application.
In this example, the targeting interface includes a targeting area box 10 and a targeting point 20, the targeting interface is controlled to move in the virtual scene, and in response to the presence of a candidate virtual object 30 within the target range of the targeting point, an object identification 40 corresponding to the candidate virtual object 30 is displayed in the virtual scene.
At this time, the aimed point 20 may be controlled to move to the position of the candidate virtual object 30, or the aimed point 20 may be controlled to move to the position of the object identifier 40 corresponding to the candidate virtual object 30, and in response to the selection instruction, the candidate virtual object 30 corresponding to the position of the aimed point may be determined as the target two virtual object.
The display format of the aiming point 20 may be a variety of shapes and/or patterns, in this example, the shape and/or pattern of the aiming point 20 in the aiming interface includes, but is not limited to: hollow circles or solid dots; accordingly, the aiming area frame 10 may also be displayed in a variety of shapes and/or patterns, including but not limited to, in this example, the shape and/or pattern of the aiming area frame 10: a rectangular frame or a circular arc frame.
Referring to fig. 4, fig. 4 is a schematic view of an aiming interface when a target virtual object is a plurality of virtual props according to an embodiment of the present disclosure.
In this example, the aiming interface includes an aiming area box 10 and an aiming point 20, the aiming interface is controlled to move in the virtual scene, and in response to the existence of a plurality of candidate virtual objects (candidate virtual objects 31, 32, 33 shown in the figure) within the target range of the aiming point, object identifiers 41, 42, 43 corresponding to the candidate virtual objects 31, 32, 33 are respectively displayed in the virtual scene.
As shown in the figure, the object markers 41, 42 and 43 do not overlap each other, and the distance between two adjacent object markers is greater than the preset distance. Assuming that the predetermined candidate virtual object is the candidate virtual object 33, at this time, the aimed point 20 may be controlled to move to the position where the object marker 43 corresponding to the candidate virtual object 33 is located, and in response to the selection instruction, the candidate virtual object 33 corresponding to the position where the aimed point is located is determined as the target virtual object.
In addition to the above manner, the aiming point 20 may be controlled to move to the position of the candidate virtual object 33, but since the candidate virtual objects 31, 32, and 33 overlap with each other, there may be a case of selecting a wrong target based on the above selection manner.
In a preferred embodiment of the present application, in addition to controlling the controlled virtual object to move quickly in the virtual scene, the target virtual object may also be remotely picked up when the target virtual object satisfies the second attribute condition.
For example, before determining the target virtual object in the virtual scene, the information processing method in the game of the present application may further include: and responding to the item locking instruction, locking at least one third item from the virtual scene, and picking up the locked third item according to the movement track of the second movement mode in the process of controlling the controlled virtual object to move in the second movement mode.
As an example, the prop locking instruction may be an instruction received through an external input device connected to the terminal device, or the prop locking instruction may also be a touch operation performed on a touch screen of the terminal device.
For example, the locked third tacker may be picked up by: and in the process of controlling the controlled virtual object to move in the second moving mode, when detecting that the locked third prop is included in the sensing range of the track point of the controlled virtual object, picking up the third prop in the sensing range. Illustratively, in the process that the controlled virtual object moves in the second moving mode, when a third prop locked in the sensing range of the track point of the controlled virtual object is detected, a pickup identifier is generated in the virtual scene, so that the pickup of the third prop is completed through the pickup identifier.
Illustratively, the picking-up identifier may be a virtual human hand, and when detecting that the locked third prop is included in the sensing range of the controlled virtual object, an action expression of picking up the locked third prop by using the virtual human hand is triggered to complete the picking-up. Here, the pick-up mark is the action performance displayed by the third prop in the process of being picked up without manual operation of the player.
The sensing range may be determined based on the real-time position of the controlled virtual object during movement. For example, a predetermined range including the real-time position of the controlled virtual object may be determined as the sensing range, and for example, a circular range centered on the real-time position of the controlled virtual object and having a radius of a predetermined length may be determined as the sensing range. It should be understood that the values of the predetermined range and the predetermined length may be selected according to actual requirements, and other shapes such as an oval shape, a rectangular shape, an irregular shape, and the like may also be selected as the shape of the sensing range, which is not limited in this application.
Referring to fig. 5, fig. 5 is a schematic view illustrating a controlled virtual object moving in a second moving manner according to an embodiment of the present disclosure.
In this example, the aiming interface includes aiming area box 10 and aiming point 20, the direction indicated by the arrow is the moving direction of the controlled virtual object, virtual prop 34 and virtual prop 35 are third props pre-locked from the virtual scene in response to the prop locking instruction, and object identifications 44, 45 corresponding to virtual prop 34 and virtual prop 35 may also be displayed in the virtual scene.
During the moving process of the controlled virtual object, when the fact that the locked virtual prop 34 or the virtual prop 35 is included in the sensing range of the track point of the controlled virtual object is detected, a pickup identification is generated in the virtual scene, so that the pickup of the third prop is completed through the pickup identification.
In a preferred embodiment of the present application, for a case that the target virtual object satisfies the second attribute condition, if the target virtual object is another virtual object in the virtual scene except the controlled virtual object, one of the controlled virtual object and the target virtual object may be controlled to move in the virtual scene based on a difference of a business that the target virtual object belongs to.
For example, the target virtual object may be determined in response to determining that the target virtual object is aimed or the first prop collides with the target virtual object, if the target virtual object belongs to the same camp as the controlled virtual object, the target virtual object may be controlled to move to the position of the controlled virtual object in the virtual scene in the second moving manner, and if the target virtual object belongs to the different camp from the controlled virtual object, the controlled virtual object may be controlled to move to the position of the target virtual object in the virtual scene in the second moving manner. It should be understood that the present application is not limited to this, and may also control the controlled virtual object to move to the target virtual object if the camp to which the target virtual object belongs is the same as the camp to which the controlled virtual object belongs, and control the target virtual object to move to the controlled virtual object if the camp to which the target virtual object belongs is different from the camp to which the controlled virtual object belongs. That is, the moving party based on the first prop is determined based on whether the target virtual object and the controlled virtual object belong to the same camp.
In the information processing method in the game provided by the embodiment of the application, the control mode of the controlled virtual object by using the first prop is determined according to the judgment result of the attribute of the target virtual object, that is, based on the judgment result, whether the controlled virtual object is controlled to rapidly move in the virtual scene by using the first prop or the second prop is picked up by using the first prop is determined, so that a player can control the movement of the controlled virtual object by using the first prop and can also remotely pick up the target virtual object by using the first prop, the picking up precision of the virtual prop is improved, the process of picking up the virtual prop becomes interesting, the accuracy of picking up the virtual prop is greatly enhanced, the acceleration of the game process is facilitated, and the game experience of the player is improved.
In the embodiment of the application, more game interaction behaviors are completed by using the hook-locked prop, namely, the movement control of a controlled virtual object in a virtual scene is realized through the hook-locked prop, and the remote pickup control of the virtual prop is also realized, so that the requirement of game operation is met, the game rhythm can be accelerated, the equipment style of the hook-locked prop is consistent with the design style background of the game, and the fighting fierce feeling and the strategy depth can be improved.
Referring to fig. 6, for another information processing method in a game provided in the embodiment of the present application, the game includes a virtual scene and a controlled virtual object located in the virtual scene, and specifically, the information processing method includes:
s301, responding to the first movement control instruction, and controlling the controlled virtual object to move in the virtual scene in a first movement mode.
S302, a target position is determined in the virtual scene in response to a first control instruction of a first prop of the controlled virtual object.
And S303, responding to a second control instruction of the first prop aiming at the controlled virtual object, and judging the second control instruction.
And S304, if the second control instruction is the acquisition control instruction, controlling the controlled virtual object to acquire the second prop in the designated range of the target position through the first prop.
And S305, if the second control instruction is a second movement control instruction, controlling the controlled virtual object to move to the target position in a second movement mode in the virtual scene.
The above exemplary steps provided by the embodiments of the present application are described below by taking the application of the above method to a terminal device as an example.
In step S301, the first movement control instruction may refer to a control instruction issued by the first user through the first terminal device, and the first movement control instruction may refer to a control instruction for controlling the first controlled virtual object to move in a first movement manner in the virtual scene, for example, the first movement manner is an original movement skill given to each controlled virtual object by the game, and for example, the first movement manner may include, but is not limited to, at least one of the following: walking, running, jumping and crawling.
In step S302, the target position may be a coordinate position in a virtual scene, and the controlled virtual object is equipped with a first tool, where the controlled virtual object may also be equipped with other tools besides the first tool. The first control instruction may refer to a control instruction issued by the first user through the first terminal device, and the first control instruction may refer to a control instruction for operating the first prop.
For example, the first control instructions may include aiming instructions and/or launch instructions for the first headwear.
In an alternative example, a sighting point may be exhaled in the virtual scene in response to the sighting instruction and controlled to move to aim at the target location.
As an example, the aiming instruction may be an operation received through an external input device (e.g., a keyboard and/or a mouse) connected to the terminal device, or the terminal device may be a device having a touch screen, in which case the aiming instruction may be a touch operation performed on the touch screen.
After the aiming point is called out, the aiming point can move along with the movement of the mouse, or along with the operation of a direction key on the keyboard, or along with the touch input (such as sliding operation and clicking operation) on the touch screen.
In an alternative example, a targeting interface of a first prop may be displayed in a virtual scene in response to a targeting instruction, the targeting interface including a targeting point, the targeting interface being controlled to move in the virtual scene such that the targeting point in the targeting interface moves therewith.
Optionally, the presentation of the aiming interface and/or the aiming point may be changed to indicate to the player that the target position is selected when the aiming point is controlled to move to the target position. Here, the target position may be a position in the virtual scene that can be selected by the first prop, and for example, when the first prop is a hook-locking prop, the target position may be a position in the virtual scene that can be grasped by the hook-locking prop, for example, other movable objects in the virtual scene except for the controlled virtual object, such as a virtual character controlled by another player or a virtual character controlled by a non-player, or a position of a static object in the virtual scene, such as a position, a terrain, a house, a building, a tree, a mountain, and other virtual objects in the virtual scene.
For example, the transmission instruction may be an instruction received through an external input device connected to the terminal device, or the transmission instruction may also be a touch operation performed on a touch screen of the terminal device. In response to the transmission instruction, the controlled virtual object is controlled to transmit the first prop to the target position, and illustratively, the controlled virtual object and the target position are respectively connected to two ends of the first prop after transmission. For example, the controlled virtual object is controlled to transmit the first prop to the target virtual position, so that the controlled virtual object can be connected with the target position, one end of the first prop is connected with the controlled virtual object, and the other end of the first prop is connected with the target position, so that the controlled virtual object can be controlled to move in a virtual scene through the connection, or the second prop is picked up.
Through the mode, when an obstacle exists between the controlled virtual object and the target position or an area which cannot pass through the controlled virtual object and the target position in other modes exists between the controlled virtual object and the target position or the distance between the controlled virtual object and the target position is long, one of the controlled virtual object and the target position can be controlled to move quickly and remotely and pick up remotely in the virtual scene through the connection of the first tool, so that the inherent limit of the virtual scene is broken through, a more flexible movement control mode is provided, and the control effect is better.
In step S303, the second control instruction may refer to a control instruction issued by the first user through the first terminal device, and the second control instruction is a control instruction applied to the first prop. For example, the second control instruction may include, but is not limited to, a fetch control instruction and a second move control instruction.
In step S304, if the second control instruction is the obtaining control instruction, the controlled virtual object is controlled to pick up the second prop in the designated range of the target position through the first prop. Here, the designated range may refer to a predetermined range centered on the target position, the second prop may be a virtual prop in the designated range, and the second prop may include one virtual prop in the designated range or may include a plurality of virtual props in the designated range.
In an alternative example, for the case that the first prop is a hook-locked prop, the second prop may be controlled to be pulled toward the controlled virtual object along a rope of the hook-locked prop, and placed in a prop backpack of the controlled virtual object. By the mode, the first prop can be used for remotely picking up the second prop by the controlled virtual object.
For example, the hook lock prop may include a virtual grapple and a virtual rope connected to the virtual grapple, wherein the controlled virtual object is controlled to launch the virtual grapple from the controlled virtual object to the target location, and the virtual rope is controlled to stretch as the virtual grapple moves during movement of the virtual grapple. And in response to the collision of the virtual grapple with the second prop in the designated range of the target position, controlling the second prop to be pulled to the controlled virtual object along the virtual rope, and placing the second prop into a prop backpack of the controlled virtual object.
Optionally, in response to collision between the virtual grapple and the second prop, displaying that the virtual grapple grabs the second prop in the virtual scene, so that the virtual grapple is connected with the second prop, controlling the virtual grapple to grab the second prop to move from the target position to the position of the controlled virtual object, and in the process that the second prop is grabbed and moved, the virtual rope contracts as the second prop moves towards the controlled virtual object. And after the second prop moves to the position of the controlled virtual object, putting the second prop into a prop backpack of the controlled virtual object.
That is to say, when it is determined that the second control instruction is the acquisition control instruction, the second prop may be determined as the pull object of the first prop, so as to control the controlled virtual object to acquire the second prop through the first prop.
In step S305, if the second control command is a second movement control command, the controlled virtual object is controlled to move rapidly in the virtual scene through the first prop.
In an alternative example, for a case where the first prop is a hook-lock prop, the controlled virtual object may be controlled to move to the target position along a rope of the hook-lock prop, where the second movement manner may refer to a movement manner by the first prop, and is different from the first movement manner. By the aid of the method, the controlled virtual object can be rapidly moved in the virtual scene by the aid of the first road tool.
For example, the first virtual prop is taken as a hook lock prop, at this time, the controlled virtual object is controlled to launch the virtual grapple from the body of the controlled virtual object to the target position, and the virtual rope is controlled to stretch along with the movement of the virtual grapple during the movement of the virtual grapple. And controlling the controlled virtual object to move to the target position in response to the collision of the virtual grapple with the target position.
For example, in response to the virtual grapple colliding with the target location, the virtual grapple may be shown in the virtual scene to grab to the target location, to connect the virtual grapple with the target location, and to control the controlled virtual object to fly along the virtual rope to the target location. During the flight of the controlled virtual object, the virtual rope contracts along with the movement of the controlled virtual object to the direction of the target position.
That is to say, when the second control instruction is determined to be the second movement control instruction, the controlled virtual object may be determined to be the pull object of the first prop, so as to control the controlled virtual object to move to the target position in the second movement manner through the first prop.
In this embodiment of the application, if the second control instructions for the first prop are different, the objects pulled by the first prop are different, that is, the objects moving in the virtual scene are different or the controlled virtual objects are different through the first prop. Usually, the virtual object can be controlled to move to a preset target position by means of the virtual prop, for example, the virtual object can be controlled to move to a position where the virtual hook head is fixed by the virtual grapple. In this embodiment of the application, bidirectional movement of two parties to which the first prop is connected may be realized based on the second control instruction for the first prop, that is, based on an instruction category of the second control instruction for the first prop, the controlled virtual object is controlled to move to the target position, or the controlled virtual object is controlled to obtain the second prop in a specified range of the target position, so as to realize remote pickup of the second prop.
In a preferred embodiment, the information processing method in the game may further include: the attribute of a target virtual object at a target position is determined, where the target virtual object may be a movable object in a virtual scene, such as a virtual character manipulated by another player or a virtual character manipulated by a non-player, or the target virtual object may also be a static object in the virtual scene, such as a virtual prop in the virtual scene, a position in a virtual environment, terrain, a house, a building, a tree, a mountain, or other virtual object.
Illustratively, the attribute of the target virtual object includes, but is not limited to, a first attribute condition and a second attribute condition, by way of example, the first attribute condition indicates that the target virtual object is a pickable virtual item, and the second attribute condition indicates that the target virtual object is not a pickable virtual item.
And if the second control instruction is the acquisition control instruction and the target virtual object meets the first attribute condition, indicating that the target virtual object is the second prop, and controlling the controlled virtual object to acquire the target virtual object at the target position through the first prop.
If the second control instruction is a second movement control instruction and the target virtual object meets the second attribute condition, it indicates that the target virtual object is a virtual prop that cannot be picked up, and at this time, the controlled virtual object is controlled to move to the position where the target virtual object is located (i.e., the target position) in the virtual scene in a second movement manner.
In a preferred example, the target position in the virtual scene may also be determined by: responding to the aiming instruction, and generating an aiming point; controlling the aiming point to move in the virtual scene; responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifications corresponding to the at least one candidate virtual object one to one in a virtual scene; controlling the aiming point to move to the position of a preset candidate virtual object in at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object; and responding to the selection instruction, and determining the position of the preset candidate virtual object corresponding to the position of the aiming point as the target position.
Here, the manner of determining the target position is similar to that of determining the target virtual object shown in fig. 2, and details of this portion are not repeated in this application.
In the case where a plurality of candidate virtual objects displayed in a virtual scene overlap each other, a selection error may occur when a target virtual object is aimed at from the plurality of candidate virtual objects overlapping each other by using an aiming point. In response to this problem, in the embodiment of the present application, a selection error may be avoided by the generated object identifier.
In a preferred example, when a distance between two adjacent object identifiers of the plurality of object identifiers displayed in the virtual scene is greater than a preset distance, that is, when there is mutual overlap between the plurality of candidate virtual objects, there is no overlap between object identifiers corresponding to the respective candidate virtual objects displayed in the virtual scene, or only edges of the object identifiers overlap (the player is not influenced to distinguish the respective candidate virtual objects by the object identifiers).
In this case, the aiming point is controlled to move to the position of the object identifier corresponding to the preset candidate virtual object in the at least one candidate virtual object, so that the candidate virtual object which is expected to be selected can be accurately selected, and wrong selection is avoided. That is, when the candidate virtual objects are stacked, the player can lock the required candidate virtual object more accurately, and avoid selecting an unnecessary candidate virtual object.
In an optional example, the information processing method in the game of the present application may further include: and in response to the existence of at least one candidate virtual object in the target range of the aiming point, changing the display form of the aiming interface to prompt that a target position which can be selected currently exists in a player for manipulating the controlled virtual object. Or after the control aiming point moves to the position of a preset candidate virtual object in the at least one candidate virtual object or the position of an object identifier corresponding to the preset candidate virtual object, changing the display form of the aiming interface to prompt a player operating the controlled virtual object to perform subsequent pulling or picking operation on the preset candidate virtual object by using the first tool.
For example, the candidate virtual object may refer to a virtual object that is located in a virtual scene and can be selected by a first tool (for example, a virtual object that can be grabbed by a hooking and locking tool), and the manner of changing the presentation form of the aiming interface includes, but is not limited to: the color of the aiming interface is changed, and the aiming interface is highlighted.
In a preferred embodiment of the present application, in case that the second control instruction is a second movement control instruction, in addition to controlling the controlled virtual object to move quickly in the virtual scene, the remote pickup of the virtual item can also be implemented.
For example, before determining the target position in the virtual scene, the in-game information processing method of the present application may further include: and responding to the item locking instruction, locking at least one third item from the virtual scene, and picking up the locked third item according to the movement track of the second movement mode in the process of controlling the controlled virtual object to move in the second movement mode.
As an example, the prop locking instruction may be an instruction received through an external input device connected to the terminal device, or the prop locking instruction may also be a touch operation performed on a touch screen of the terminal device.
For example, the locked third tacker may be picked up by: and in the process of controlling the controlled virtual object to move in the second moving mode, when detecting that the locked third prop is included in the sensing range of the track point of the controlled virtual object, picking up the third prop in the sensing range. Illustratively, in the process that the controlled virtual object moves in the second moving mode, when a third prop locked in the sensing range of the track point of the controlled virtual object is detected, a pickup identifier is generated in the virtual scene, so that the pickup of the third prop is completed through the pickup identifier.
For example, the picking-up identifier may be a virtual human hand, and when detecting that the third prop locked in the sensing range of the controlled virtual object is included, an action performance of picking up the third prop locked in the virtual human hand is triggered to complete the picking-up. Here, the pick-up mark is an action performance displayed by the third prop in the process of being picked up without manual operation of the player.
The sensing range may be determined based on the real-time position of the controlled virtual object during movement. For example, a predetermined range including the real-time position of the controlled virtual object may be determined as the sensing range, and for example, a circular range centered on the real-time position of the controlled virtual object and having a radius of a predetermined length may be determined as the sensing range. It should be understood that the values of the predetermined range and the predetermined length may be selected according to actual requirements, and other shapes such as an oval shape, a rectangular shape, an irregular shape, and the like may also be selected as the shape of the sensing range, which is not limited in this application.
In a preferred embodiment of the present application, for a case that the second control instruction is a second movement control instruction, if the target virtual object at the target position is another virtual object in the virtual scene except the controlled virtual object, one of the controlled virtual object and the target virtual object may be controlled to move in the virtual scene based on a difference of a camp to which the target virtual object belongs.
For example, the target virtual object may be determined in response to determining that the target virtual object is aimed, for example, or the first prop collides with the target virtual object, if the target virtual object belongs to the same camp as the controlled virtual object, the target virtual object is controlled to move to the position of the controlled virtual object in the virtual scene in the second moving manner through the first prop, and if the target virtual object belongs to the different camp from the controlled virtual object, the controlled virtual object is controlled to move to the position of the target virtual object in the virtual scene in the second moving manner through the first prop. It should be understood that the present application is not limited to this, and may also control the controlled virtual object to move to the target virtual object if the camp to which the target virtual object belongs is the same as the camp to which the controlled virtual object belongs, and control the target virtual object to move to the controlled virtual object if the camp to which the target virtual object belongs is different from the camp to which the controlled virtual object belongs. That is, the moving party based on the first prop is determined based on whether the target virtual object and the controlled virtual object belong to the same camp.
According to the information processing method in the game, the control mode of the controlled virtual object by the first prop is determined according to the judgment result of the second control instruction for the first prop, namely, based on the judgment result, whether the controlled virtual object is controlled to rapidly move in the virtual scene by the first prop or the second prop is picked up by the first prop is determined, so that the player can control the movement of the controlled virtual object by the first prop and can also remotely pick up the target virtual object by the first prop, the picking up precision of the virtual prop is improved, the process of picking up the virtual prop is interesting, the accuracy of picking up the virtual prop is greatly enhanced, the game progress is accelerated, and the game experience of the player is improved.
Referring to fig. 7, for another information processing method in a game provided in the embodiment of the present application, the game includes a virtual scene and a controlled virtual object located in the virtual scene, and specifically, the information processing method includes:
s401, responding to a first movement control instruction, and controlling the controlled virtual object to move in a first movement mode in the virtual scene.
S402, responding to a first control instruction of a first prop of the controlled virtual object, and determining a target position in the virtual scene.
And S403, responding to a second control instruction of the first prop aiming at the controlled virtual object, controlling the controlled virtual object to move to the target position in the virtual scene in a second moving mode, and acquiring a third prop in the virtual scene according to the moving track of the second moving mode.
Here, steps S401 and S402 shown in fig. 7 are similar to steps S301 and S302 shown in fig. 6, and the content of this portion is not described again in this application.
In step S403, the second control instruction may refer to a control instruction issued by the first user through the first terminal device, and the second control instruction is a control instruction applied to the first prop. Illustratively, the second control instruction is a second movement control instruction.
In an alternative example, for a case where the first prop is a hook-lock prop, the controlled virtual object may be controlled to move to the target position along a rope of the hook-lock prop, where the second movement manner may refer to a movement manner by the first prop, and is different from the first movement manner. By the aid of the method, the controlled virtual object can be rapidly moved in the virtual scene by the aid of the first road tool.
For example, the first virtual prop is taken as a hook lock prop, at this time, the controlled virtual object is controlled to launch the virtual grapple from the body of the controlled virtual object to the target position, and the virtual rope is controlled to stretch along with the movement of the virtual grapple during the movement of the virtual grapple. And controlling the controlled virtual object to move to the target position in response to the collision of the virtual grapple with the target position.
For example, in response to the virtual grapple colliding with the target location, the virtual grapple may be presented in the virtual scene to grab to the target location, to connect the virtual grapple with the target location, and to control the controlled virtual object to fly along the virtual rope to the target location. During the flight of the controlled virtual object, the virtual rope contracts along with the movement of the controlled virtual object to the direction of the target position.
For example, the third item may be picked up by: and in the process of controlling the controlled virtual object to move in the second moving mode, when detecting that the third prop is included in the sensing range of the track point of the controlled virtual object, picking up the third prop in the sensing range. Illustratively, in the process that the controlled virtual object moves in the second moving mode, when a third prop is detected to be included in the sensing range of the track point of the controlled virtual object, a pickup identifier is generated in the virtual scene, so that the pickup of the third prop is completed through the pickup identifier.
For example, the picking-up identifier may be a virtual human hand, and when detecting that a third prop is included in the sensing range of the controlled virtual object, an action performance of picking up the third prop by using the virtual human hand is triggered to complete the picking-up. Here, the pick-up mark is an action performance displayed by the third prop in the process of being picked up without manual operation of the player.
The sensing range may be determined based on the real-time position of the controlled virtual object during movement. For example, a predetermined range including the real-time position of the controlled virtual object may be determined as the sensing range, and for example, a circular range centered on the real-time position of the controlled virtual object and having a predetermined length as a radius may be determined as the sensing range. It should be understood that the values of the predetermined range and the predetermined length may be selected according to actual requirements, and other shapes such as an oval shape, a rectangular shape, an irregular shape, and the like may also be selected as the shape of the sensing range, which is not limited in this application.
In a preferred embodiment, the information processing method in the game may further include: and responding to the item locking instruction, locking at least one third item from the virtual scene, and picking up the locked third item according to the movement track of the second movement mode in the process of controlling the controlled virtual object to move in the second movement mode.
As an example, the prop locking instruction may be an instruction received through an external input device connected to the terminal device, or the prop locking instruction may also be a touch operation performed on a touch screen of the terminal device.
Based on the same inventive concept, an information processing apparatus in a game corresponding to the information processing method in the game shown in fig. 1 is further provided in the embodiment of the present application, and since the principle of the information processing apparatus in a game in the embodiment of the present application for solving the problem is similar to the information processing method in a game in the embodiment of the present application, the implementation of the information processing apparatus in a game may refer to the implementation of the method, and repeated details are not repeated.
Referring to fig. 8, fig. 8 is a schematic structural diagram of an information processing device in a game according to an embodiment of the present application. Providing a graphical user interface through a terminal device, displaying a virtual scene and a first virtual object located in the virtual scene in the graphical user interface, as shown in fig. 8, an in-game information processing apparatus 800 includes:
the first movement control module 801 controls the controlled virtual object to move in a first movement manner in the virtual scene in response to the first movement control instruction.
Object determination module 802 determines a target virtual object in a virtual scene in response to a first control instruction directed to a first prop of a controlled virtual object.
The first determination module 803 determines the attribute of the target virtual object.
The picking module 804 controls the controlled virtual object to obtain the target virtual object through the first prop if the target virtual object meets the first attribute condition.
The second movement control module 805 controls the controlled virtual object to move to the position of the target virtual object in the virtual scene in a second movement manner if the target virtual object satisfies the second attribute condition.
For example, the first attribute condition indicates that the target virtual object is a pickable virtual item, and the second attribute condition indicates that the target virtual object is not a pickable virtual item.
In an optional embodiment, the information processing apparatus 800 may further include: and the second judgment module is used for responding to a second control instruction aiming at the first prop of the controlled virtual object and judging the second control instruction.
If the second control instruction is the acquisition control instruction and the target virtual object meets the first attribute condition, the pickup module 804 controls the controlled virtual object to acquire the target virtual object through the first prop.
If the second control instruction is a second movement control instruction and the target virtual object meets the second attribute condition, the second movement control module 805 controls the controlled virtual object to move to the position of the target virtual object in the virtual scene in a second movement manner.
In a preferred embodiment, for the case that the target virtual object satisfies the second attribute condition, in addition to controlling the controlled virtual object to move quickly in the virtual scene, remote pickup of the virtual item can also be achieved.
For example, prior to determining the target virtual object, the object determination module 802 may be further operable to: and responding to the item locking instruction, and locking at least one third item from the virtual scene.
The second movement control module 805 is further specifically configured to: and in the process of controlling the controlled virtual object to move in the second moving mode, picking up the locked third prop according to the moving track of the second moving mode.
Preferably, in the process of controlling the controlled virtual object to move in the second moving mode, when the third prop locked in the sensing range of the track point of the controlled virtual object is detected, a pickup identifier is generated in the virtual scene, so that the third prop is picked up by the pickup identifier.
Referring to fig. 9, fig. 9 is a schematic structural diagram of an object determination module according to an embodiment of the present application, and as shown in fig. 9, the object determination module 802 may include:
a first control unit 811 for controlling the movement of the aiming point in the virtual scene.
And a display control unit 812, configured to, in response to that at least one candidate virtual object exists within the target range of the aiming point, display an object identifier corresponding to the at least one candidate virtual object in a one-to-one manner in the graphical user interface.
Preferably, the distance between two adjacent object identifiers is greater than a preset distance.
A second control unit 813 for controlling the moving of the aiming point to a position of a predetermined candidate virtual object of the at least one candidate virtual object or to a position of an object identifier corresponding to the predetermined candidate virtual object.
A determining unit 814, configured to determine, in response to the selection instruction, a predetermined candidate virtual object corresponding to the position where the targeted point is located as the target virtual object.
Based on the same inventive concept, an information processing apparatus in a game corresponding to the information processing method in a game shown in fig. 6 is further provided in the embodiment of the present application, and since the principle of the information processing apparatus in a game in the embodiment of the present application for solving the problem is similar to the information processing method in a game described in the embodiment of the present application, the implementation of the information processing apparatus in a game may refer to the implementation of the method, and repeated details are not repeated.
Referring to fig. 10, fig. 10 is a schematic structural diagram of an information processing device in a game according to an embodiment of the present disclosure. The game includes a virtual scene and a controlled virtual object located in the virtual scene, and as shown in fig. 10, the in-game information processing apparatus 900 includes:
the first movement control module 901 controls the controlled virtual object to move in a first movement manner in the virtual scene in response to the first movement control instruction.
Position determination module 902 determines a target position in a virtual scene in response to a first control instruction for a first prop of a controlled virtual object.
The second determining module 903 determines a second control instruction in response to the second control instruction for the first prop of the controlled virtual object.
The second movement control module 904 controls the controlled virtual object to move to the target position in the virtual scene in a second movement manner if the second control instruction is the second movement control instruction.
If the second control instruction is the acquisition control instruction, the pickup module 905 controls the controlled virtual object to acquire the second prop in the designated range of the target position through the first prop.
For example, the first prop may include a hook-lock prop, at which time, the pickup module 905 controls the second prop to be pulled toward the controlled virtual object along a rope of the hook-lock prop, and places the second prop into a prop backpack of the controlled virtual object.
In an alternative embodiment, before determining the target position, the information processing apparatus may further include: the prop locking module responds to a prop locking instruction and locks at least one third prop from the virtual scene; at this time, the second movement control module 904 picks up the locked third prop according to the movement track of the second movement mode in the process of controlling the controlled virtual object to move in the second movement mode.
Illustratively, the locked third tacker can be picked up by: in the process of controlling the controlled virtual object to move in the second moving mode, when the fact that the locked third prop is included in the sensing range of the track point of the controlled virtual object is detected, a pickup identification is generated in the virtual scene, and the third prop is picked up through the pickup identification.
In a preferred embodiment, the first control instructions may include aiming instructions, in which case the position determination module may determine the target position by: generating aiming points in response to the aiming instructions; controlling the aiming point to move in the virtual scene; responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifications corresponding to the at least one candidate virtual object one by one in the virtual scene; controlling the aiming point to move to the position of a preset candidate virtual object in at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object; and responding to a selection instruction, and determining the position of the preset candidate virtual object corresponding to the position of the aiming point as a target position. Preferably, the distance between two adjacent object identifiers is greater than a preset distance.
Based on the same inventive concept, an information processing apparatus in a game corresponding to the information processing method in a game shown in fig. 7 is also provided in the embodiment of the present application, and as the principle of solving the problem of the information processing apparatus in a game in the embodiment of the present application is similar to the information processing method in a game in the embodiment of the present application, the implementation of the information processing apparatus in a game may refer to the implementation of the method, and repeated parts are not described again.
Referring to fig. 11, fig. 11 is a schematic structural diagram of an information processing device in a game according to an embodiment of the present application. The game includes a virtual scene and a controlled virtual object located in the virtual scene, and as shown in fig. 11, an in-game information processing apparatus 1000 includes:
the first movement control module 1001 controls the controlled virtual object to move in a first movement manner in the virtual scene in response to the movement control instruction.
Position determination module 1002 determines a target position in a virtual scene in response to a first control instruction for a first prop of a controlled virtual object.
The second movement control module 1003 responds to a second control instruction for the first prop of the controlled virtual object, controls the controlled virtual object to move to the target position in the virtual scene in a second movement mode, and obtains a third prop in the virtual scene according to a movement track of the second movement mode.
In a preferred example, the second movement control module 1003 may pick up the third toy by: in the process of controlling the controlled virtual object to move in the second moving mode, when the third prop is detected to be included in the sensing range of the track point of the controlled virtual object, a picking identification is generated in the virtual scene, so that the third prop can be picked up through the picking identification.
In an optional example, before determining the target position, the information processing apparatus may further include a prop locking module, configured to lock at least one third prop from the virtual scene in response to a prop locking instruction, where the second movement control module 1003 picks up the locked third prop according to a movement track of the second movement manner in a process of controlling the controlled virtual object to move in the second movement manner.
In an alternative example, the first control instructions may include targeting instructions, and the position determination module may determine the target position by: generating aiming points in response to the aiming instructions; controlling the aiming point to move in the virtual scene; responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifications corresponding to the at least one candidate virtual object one by one in the virtual scene; controlling the aiming point to move to the position of a preset candidate virtual object in at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object; and responding to the selection instruction, and determining the position of the preset candidate virtual object corresponding to the position of the aiming point as the target position. Preferably, the distance between two adjacent object identifiers is greater than a preset distance.
For example, the first prop may comprise a hook lock prop, and the second control instruction may be a second movement control instruction.
Referring to fig. 12, fig. 12 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure. As shown in fig. 12, the electronic device 1100 includes a processor 1101, a memory 1102, and a bus 1103.
The memory 1102 stores machine-readable instructions executable by the processor 1101, when the electronic device 1100 runs, the processor 1101 communicates with the memory 1102 through the bus 1103, and when the machine-readable instructions are executed by the processor 1101, the steps of the information processing method in the game in the method embodiment shown in fig. 1 to fig. 7 may be executed.
An embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the storage medium, and when the computer program is executed by a processor, the steps of the information processing method in a game in the method embodiments shown in fig. 1 to fig. 7 may be executed.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. The above-described apparatus embodiments are merely illustrative, and for example, the division of the units into only one type of logical function may be implemented in other ways, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not implemented. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable memory executable by a processor. Based on such understanding, the technical solutions of the present application, which are essential or part of the technical solutions contributing to the prior art, may be embodied in the form of a software product, which is stored in a memory and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the methods described in the embodiments of the present application. And the aforementioned memory comprises: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (26)

1. An information processing method in a game, wherein the game comprises a virtual scene and a controlled virtual object located in the virtual scene, the information processing method comprising:
controlling the controlled virtual object to move in a first movement mode in the virtual scene in response to a first movement control instruction;
determining a target virtual object in the virtual scene in response to a first control instruction for a first prop of the controlled virtual object;
judging the attribute of the target virtual object;
if the target virtual object meets a first attribute condition, controlling the controlled virtual object to acquire the target virtual object through the first road tool;
and if the target virtual object meets a second attribute condition, controlling the controlled virtual object to move to the position of the target virtual object in a second moving mode in the virtual scene.
2. The information processing method according to claim 1, wherein the first attribute condition indicates that the target virtual object is a pickable virtual item, and the second attribute condition indicates that the target virtual object is not a pickable virtual item.
3. The information processing method according to claim 1, further comprising:
responding to a second control instruction aiming at the first prop of the controlled virtual object, and judging the second control instruction;
if the second control instruction is an acquisition control instruction and the target virtual object meets a first attribute condition, controlling the controlled virtual object to acquire the target virtual object through a first prop;
and if the second control instruction is a second movement control instruction and the target virtual object meets a second attribute condition, controlling the controlled virtual object to move to the position of the target virtual object in the virtual scene in a second movement mode.
4. The information processing method according to claim 1, wherein the first prop includes a hook-lock prop, the target virtual object includes a second prop,
wherein the step of controlling the controlled virtual object to acquire the target virtual object through the first tacker comprises: and controlling the second prop to be pulled to the controlled virtual object along a rope for hooking the prop, and placing the second prop into a prop backpack of the controlled virtual object.
5. The information processing method according to claim 1 or 3, wherein before determining the target virtual object, the information processing method further comprises:
responding to a prop locking instruction, and locking at least one third prop from the virtual scene;
and in the process of controlling the controlled virtual object to move in a second moving mode, picking up the locked third prop according to the moving track of the second moving mode.
6. The information processing method according to claim 5, wherein the locked third tacker is picked up by:
in the process of controlling the controlled virtual object to move in a second moving mode, when a locked third prop is detected to be included in the sensing range of the track point of the controlled virtual object, a pickup identifier is generated in the virtual scene, so that the third prop is picked up through the pickup identifier.
7. The information processing method according to claim 1, wherein the first control instruction includes a targeting instruction, the target virtual object being determined by:
generating aiming points in response to the aiming instructions;
controlling the aiming point to move in the virtual scene;
responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifiers corresponding to the at least one candidate virtual object one to one in the virtual scene;
controlling the aiming point to move to the position of a preset candidate virtual object in the at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object;
and responding to a selection instruction, and determining the preset candidate virtual object corresponding to the position of the aiming point as a target virtual object.
8. The information processing method according to claim 7, wherein a distance between two adjacent object identifiers is greater than a preset distance.
9. The information processing method according to claim 7, wherein the step of controlling the movement of the aimed point in the virtual scene comprises:
responding to the aiming instruction, displaying an aiming interface of the first tackling in the virtual scene, wherein the aiming interface comprises an aiming point;
controlling the aiming interface to move in the virtual scene so as to drive the aiming point to move;
and/or, the information processing method further comprises:
after the aiming point is controlled to move to the position of the preset candidate virtual object in the at least one candidate virtual object or the position of the object identification corresponding to the preset candidate virtual object, the display form of the aiming interface is changed.
10. An information processing method in a game, wherein the game comprises a virtual scene and a controlled virtual object located in the virtual scene, the information processing method comprising:
responding to a first movement control instruction, and controlling the controlled virtual object to move in a first movement mode in the virtual scene;
determining a target position in the virtual scene in response to a first control instruction for a first prop of the controlled virtual object;
responding to a second control instruction aiming at the first prop of the controlled virtual object, and judging the second control instruction:
if the second control instruction is a second movement control instruction, controlling the controlled virtual object to move to the target position in a second movement mode in the virtual scene;
and if the second control instruction is an acquisition control instruction, controlling the controlled virtual object to acquire the second prop in the designated range of the target position through the first prop.
11. The information processing method according to claim 10, wherein the first tool includes a hook lock tool,
the step of controlling the controlled virtual object to obtain the second prop in the target position appointed range through the first prop comprises the following steps: and controlling the second prop to be pulled to the controlled virtual object along a rope of the hook lock prop, and placing the second prop into a prop backpack of the controlled virtual object.
12. The information processing method according to claim 10, wherein before determining the target position, the information processing method further comprises:
responding to a prop locking instruction, and locking at least one third prop from the virtual scene;
and in the process of controlling the controlled virtual object to move in a second moving mode, picking up the locked third prop according to the moving track of the second moving mode.
13. The information processing method according to claim 12, wherein the locked third tacker is picked up by:
in the process of controlling the controlled virtual object to move in a second moving mode, when a locked third prop is detected to be included in the sensing range of the track point of the controlled virtual object, a pickup identifier is generated in the virtual scene, so that the third prop is picked up through the pickup identifier.
14. The information processing method according to claim 10, wherein the first control instruction includes a sighting instruction, the target position being determined by:
generating aiming points in response to the aiming instructions;
controlling the aiming point to move in the virtual scene;
responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifications corresponding to the at least one candidate virtual object one by one in the virtual scene;
controlling the aiming point to move to the position of a preset candidate virtual object in the at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object;
and responding to a selection instruction, and determining the position of the preset candidate virtual object corresponding to the position of the aiming point as the target position.
15. The information processing method according to claim 14, wherein a distance between two adjacent object identifiers is greater than a preset distance.
16. An information processing method in a game, wherein the game comprises a virtual scene and a controlled virtual object located in the virtual scene, the information processing method comprising:
controlling the controlled virtual object to move in a first movement mode in the virtual scene in response to a first movement control instruction;
determining a target position in the virtual scene in response to a first control instruction for a first prop of the controlled virtual object;
and responding to a second control instruction of the first prop aiming at the controlled virtual object, controlling the controlled virtual object to move to the target position in the virtual scene in a second moving mode, and acquiring a third prop in the virtual scene according to a moving track of the second moving mode.
17. The information processing method according to claim 16, wherein before determining the target position, the information processing method further comprises:
responding to a prop locking instruction, and locking at least one third prop from the virtual scene;
and in the process of controlling the controlled virtual object to move in a second moving mode, picking up the locked third prop according to the moving track of the second moving mode.
18. The information processing method according to claim 17, wherein the locked third tacker is picked up by:
in the process of controlling the controlled virtual object to move in a second moving mode, when a locked third prop is detected to be included in the sensing range of the track point of the controlled virtual object, a pickup identifier is generated in the virtual scene, so that the third prop is picked up through the pickup identifier.
19. The information processing method of claim 16, wherein the first control instruction comprises a sighting instruction, the target position being determined by:
generating aiming points in response to the aiming instructions;
controlling the aiming point to move in the virtual scene;
responding to the existence of at least one candidate virtual object in the target range of the aiming point, and displaying object identifiers corresponding to the at least one candidate virtual object one to one in the virtual scene;
controlling the aiming point to move to the position of a preset candidate virtual object in the at least one candidate virtual object or to the position of an object identifier corresponding to the preset candidate virtual object;
and responding to a selection instruction, and determining the position of the preset candidate virtual object corresponding to the position of the aiming point as the target position.
20. The information processing method according to claim 19, wherein a distance between two adjacent object identifiers is greater than a preset distance.
21. The information processing method according to claim 16, wherein the first tool includes a hook lock tool, and the second control instruction is a second movement control instruction.
22. An information processing apparatus in a game including a virtual scene and a controlled virtual object located in the virtual scene, the information processing apparatus comprising:
the first movement control module is used for responding to a first movement control instruction and controlling the controlled virtual object to move in a first movement mode in the virtual scene;
the object determination module is used for determining a target virtual object in the virtual scene in response to a first control instruction aiming at a first prop of the controlled virtual object;
the first judgment module is used for judging the attribute of the target virtual object;
the pickup module is used for controlling the controlled virtual object to acquire the target virtual object through the first road tool if the target virtual object meets a first attribute condition;
and the second movement control module is used for controlling the controlled virtual object to move to the position of the target virtual object in a second movement mode in the virtual scene if the target virtual object meets a second attribute condition.
23. An information processing apparatus in a game including a virtual scene and a controlled virtual object located in the virtual scene, the information processing apparatus comprising:
the first movement control module is used for responding to a first movement control instruction and controlling the controlled virtual object to move in a first movement mode in the virtual scene;
the position determining module is used for responding to a first control instruction aiming at a first prop of the controlled virtual object and determining a target position in the virtual scene;
the second judgment module is used for responding to a second control instruction of the first prop of the controlled virtual object and judging the second control instruction:
the second movement control module is used for controlling the controlled virtual object to move to the target position in a second movement mode in the virtual scene if the second control instruction is a second movement control instruction;
and the picking module is used for controlling the controlled virtual object to obtain the second prop in the designated range of the target position through the first prop if the second control instruction is an acquisition control instruction.
24. An information processing apparatus in a game including a virtual scene and a controlled virtual object located in the virtual scene, the information processing apparatus comprising:
the first movement control module responds to a movement control instruction and controls the controlled virtual object to move in a first movement mode in the virtual scene;
the position determining module is used for responding to a first control instruction aiming at a first prop of the controlled virtual object and determining a target position in the virtual scene;
and the second movement control module responds to a second control instruction aiming at the first prop of the controlled virtual object, controls the controlled virtual object to move to the target position in a second movement mode in the virtual scene, and acquires a third prop in the virtual scene according to a movement track of the second movement mode.
25. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the method of processing information in a game as claimed in any one of claims 1 to 21.
26. A computer-readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when being executed by a processor, performs the steps of the information processing method in a game according to any one of claims 1 to 21.
CN202110909209.XA 2021-08-09 2021-08-09 Information processing method and device in game, electronic equipment and storage medium Pending CN115888125A (en)

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Application Number Priority Date Filing Date Title
CN202110909209.XA CN115888125A (en) 2021-08-09 2021-08-09 Information processing method and device in game, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
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Country Link
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2025077542A1 (en) * 2023-10-10 2025-04-17 网易(杭州)网络有限公司 Virtual object control method and apparatus, electronic device, and storage medium

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2025077542A1 (en) * 2023-10-10 2025-04-17 网易(杭州)网络有限公司 Virtual object control method and apparatus, electronic device, and storage medium

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