Control method and device in game, electronic equipment and readable storage medium
By displaying the global and local perspectives of the target virtual characters in a multiplayer online competitive game, the problem of cumbersome communication operations is solved, and the game experience and communication efficiency are improved.
Patent Information
- Application Number
- CN202411186417.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-27
- Publication Date
- 2025-01-03
AI Technical Summary
In multiplayer online competitive games, players communicate with teammates through the data panel cumbersome and limited content, reducing the gaming experience.
The game data panel and communication panel are displayed through the graphical user interface, and the target virtual characters are represented from a global perspective and a local perspective respectively, allowing players to communicate without frequently switching scene maps and data panels, increasing the selectivity and efficiency of communication information .
It improves the simplicity of operation and targeted communication, enhances players' understanding of the target virtual characters, provides more diverse communication and interaction methods, and improves the game experience.
Smart Images

Figure CN119236406A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a control method, device, electronic device and computer-readable storage medium in a game. Background Art
[0002] In a multiplayer online competitive game, a scene map is displayed on the game interface, and teammates and enemy characters within the field of vision of the game character are displayed on the scene map. Players can view the character information of teammates and enemy characters by opening the data panel. In the current related technology, players usually view the data panel and observe the distribution of teammates and enemy characters within the field of vision displayed on the scene map in the game scene, and then click on the avatar of enemy character XX on the data panel to trigger a quick "pay attention to enemy character XX" message to teammates.
[0003] However, since the data panel interface blocks the scene map when the player opens the data panel, the player needs to repeatedly switch the display between the scene map and the data panel. This makes it cumbersome for the player to communicate with teammates through the data panel, and the communication content is limited, which reduces the player's gaming experience. Summary of the invention
[0004] The present application provides a control method, device, electronic device and computer-readable storage medium in a game to solve the problem in the prior art that the operation of players communicating with teammates through a data panel is cumbersome and the communication content is limited.
[0005] In a first aspect, an embodiment of the present application provides a control method in a game, the method comprising:
[0006] Displaying a game data panel through the graphical user interface, wherein the game data panel displays role identifications of virtual characters in the first camp and the second camp and role information of each virtual character; wherein the second camp and the first camp are mutually hostile camps, the first camp includes a first virtual character and a plurality of second virtual characters, the first virtual character is a virtual character controlled by the first terminal, and the second virtual character corresponds to the second terminal;
[0007] In response to a first trigger operation for a target character identifier in the game data panel, a communication panel is displayed through the graphical user interface, wherein a first screen and a second screen are displayed in the communication panel, wherein the first screen and the second screen represent the target virtual character from a global perspective and a local perspective, respectively, and the target virtual character is a virtual character corresponding to the target character identifier;
[0008] While the first screen and the second screen are kept displayed, in response to a communication triggering operation, communication information is sent to the target virtual character or communication information for the target virtual character is sent to the second virtual character.
[0009] In a second aspect, an embodiment of the present application provides a control device in a game, the device comprising:
[0010] A display module, configured to display a game data panel through the graphical user interface, wherein the game data panel displays character identifications of virtual characters in a first camp and a second camp and character information of each virtual character; wherein the second camp and the first camp are mutually hostile camps, the first camp includes a first virtual character and a plurality of second virtual characters, the first virtual character is a virtual character controlled by the first terminal, and the second virtual character corresponds to the second terminal;
[0011] A control module, configured to respond to a first trigger operation for a target character identifier in the game data panel, and display a communication panel through the graphical user interface, wherein the communication panel displays a first screen and a second screen, wherein the first screen and the second screen represent the target virtual character from a global perspective and a local perspective, respectively, and the target virtual character is a virtual character corresponding to the target character identifier;
[0012] The processing module is used to send communication information to the target virtual character or send communication information for the target virtual character to the second virtual character in response to a communication trigger operation while maintaining the display of the first screen and the second screen.
[0013] In a third aspect, an embodiment of the present application provides an electronic device, the electronic device comprising:
[0014] A memory and a processor, wherein the memory and the processor are coupled;
[0015] The memory is used to store one or more computer instructions;
[0016] The processor is used to execute the one or more computer instructions to implement the control method in the game described in any one of the first aspects above.
[0017] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, characterized in that the instruction is executed by a processor to implement the control method in the game described in any one of the first aspects above.
[0018] In a fifth aspect, an embodiment of the present application provides a computer program product, including a computer program, which, when executed by a processor, implements the control method in the game described in any one of the first aspects above.
[0019] Compared with the prior art, this application has the following advantages:
[0020] The control method in the game provided by the present application, in response to the trigger operation performed on the target character identifier in the game data panel, displays the first screen and the second screen of the target virtual character from the global perspective and the local perspective respectively on the graphical user interface of the first terminal, so that the player directly observes the approximate position of the target virtual character in the game scene through the displayed first screen, without repeatedly switching the display between the scene map and the data panel, which greatly improves the ease of operation. And, the player can get a more detailed understanding of the instant game state of the target virtual character in the game scene by observing the second screen, which helps the player to make the correct decision later. Subsequently, while the first screen and the second screen are kept displayed, in response to the communication trigger operation, the player can selectively send communication information to the target virtual character or send communication information for the target virtual character to the second virtual character. The player can selectively send communication information to the target virtual character or all second virtual characters according to whether the target virtual character is his own character, so that the player can determine the sending object of the communication information according to the identity role of the target virtual character, improve the pertinence and efficiency of communication, and provide the player with the right to choose the communication object. This mechanism provides players with more diverse communication and interaction methods, making the game process more rich and interesting. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0022] Figure 1 A flowchart of a control method in a game provided by one embodiment of the present application;
[0023] Figure 2 A schematic diagram of displaying a first screen and a second screen on a graphical user interface provided in one embodiment of the present application;
[0024] Figure 3 A schematic diagram of a trigger target first communication option control provided by one embodiment of the present application;
[0025] Figure 4 A schematic diagram of displaying first communication information through a graphical user interface of a second terminal provided in one embodiment of the present application;
[0026] Figure 5 A schematic diagram of a trigger target first communication option control provided by another embodiment of the present application;
[0027] Figure 6 A schematic diagram of displaying first communication information through a graphical user interface of a second terminal provided by another embodiment of the present application;
[0028] Figure 7 A schematic diagram of a trigger target second communication option control provided by one embodiment of the present application;
[0029] Figure 8 A schematic diagram of displaying second communication information through a graphical user interface of a second terminal provided in one embodiment of the present application;
[0030] Fig. 9 A schematic diagram of displaying second communication information through a graphical user interface of a second terminal corresponding to a target virtual character provided by one embodiment of the present application;
[0031] Fig.10 A schematic diagram of a trigger target second communication option control provided by another embodiment of the present application;
[0032] Fig.11 A schematic diagram of displaying second communication information through a graphical user interface of a second terminal provided by another embodiment of the present application;
[0033] Fig.12 A schematic diagram of inputting third communication information into an input panel according to one embodiment of the present application;
[0034] Fig.13 A schematic diagram of a target virtual character receiving a third communication message provided by one embodiment of the present application;
[0035] Fig.14 A schematic diagram showing a trigger operation performed on a first picture or a second picture provided by one embodiment of the present application;
[0036] Fig.15 A schematic diagram of marking the position of a target virtual character and displaying position prompt information through a graphical user interface of a second terminal provided in one embodiment of the present application;
[0037] Fig.16 A schematic diagram of hiding a target virtual character in a first picture and a second picture provided in one embodiment of the present application;
[0038] Fig.17 A schematic diagram of prompting the disappearance of a target virtual character through a graphical user interface of a second terminal provided in one embodiment of the present application;
[0039] Fig.18 A schematic diagram of canceling the display of a communication panel provided in one embodiment of the present application;
[0040] Fig.19 A schematic diagram of the structure of a control device in a game provided in one embodiment of the present application;
[0041] Fig. 20 A schematic diagram of the hardware structure of an electronic device provided in one embodiment of the present application.
[0042] The above drawings have shown clear embodiments of the present application, which will be described in more detail later. These drawings and text descriptions are not intended to limit the scope of the present application in any way, but to illustrate the concept of the present application to those skilled in the art by referring to specific embodiments. DETAILED DESCRIPTION
[0043] In order to make the purpose, advantages and features of the present application clearer, the present application is described clearly and completely below in conjunction with the accompanying drawings and specific embodiments. In the following description, many specific details are set forth to facilitate a full understanding of the present application. However, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments, and all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0044] It should be noted that, in the description of the present application, the terms "first", "second", etc. are only used for descriptive purposes, and cannot be understood as indicating or implying relative importance, and a specific order or sequence. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood in specific circumstances. In addition, in the description of the present application, unless otherwise specified, the term "multiple" refers to two or more. The term "and / or" describes the association relationship of associated objects, indicating that three relationships may exist, for example, A and / or B can be represented: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects before and after are an "or" relationship. The terms "include" and "have" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0045] In order to facilitate understanding of the technical solution of the present application, the relevant concepts involved in the present application are first introduced.
[0046] Virtual scene: It is a virtual environment provided by the application corresponding to the virtual game when it is running on an electronic device. It can be displayed on the display screen of the terminal device for players to view. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. For example, it can be a fictional game environment, a virtual reality environment formed by superimposing a fictional game environment and a real environment, etc. The virtual scene can be a two-dimensional virtual scene or a three-dimensional virtual scene.
[0047] Virtual character: a game character controlled by a game player in the game. In one embodiment of the present application, it may refer to a character selected and controlled by a player, and may represent the player's image. The player may control the virtual character selected by the player to perform skills or operations such as walking, climbing, climbing, jumping, running, shooting, and performing light work in the virtual scene of the game. This is only an example, and the present application embodiment does not make any limitation to this.
[0048] In order to solve the problems existing in the above-mentioned related technologies, the present application provides a control method in a game, a control device in a game corresponding to the method, an electronic device that can implement the control method in the game, and a computer-readable storage medium. The following provides embodiments to describe the above-mentioned method, device, electronic device, and computer-readable storage medium in detail.
[0049] In order to make the purpose and technical solution of the present application clearer and more intuitive, the method provided by the embodiment of the present application will be described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. It is understood that the following embodiments may exist separately, and the following embodiments and features in the embodiments may be combined with each other when there is no conflict between the embodiments provided in the present application, and the same or similar content will not be repeated in different embodiments. In addition, the step sequence in the following method embodiments is only an example, not a strict limitation, and in some cases, the steps shown or described may be performed in a different order from this.
[0050] The present application provides a control method, device, electronic device and computer-readable storage medium in a game. Specifically, the control method in the game of one embodiment of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, and big data and artificial intelligence platforms.
[0051] When the control method in the game runs on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device. A terminal device is any device with computing hardware that can support and execute software application products corresponding to the game. Game software application products include, but are not limited to, any of first-person game applications, third-person game applications, single-player game applications, and multiplayer online tactical competitive game applications. The types of the above games may include, but are not limited to, at least one of the following: two-dimensional game applications, three-dimensional game applications, virtual reality game applications, augmented reality game applications, and mixed reality game applications. The above is only an example, and the embodiments of the present application do not impose any limitation on this.
[0052] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, etc. However, the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0053] In an optional implementation, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0054] The following introduces the control method in the game provided by the present application. In the control method in the game, a graphical user interface can be provided by a terminal device for displaying a game interface, wherein the terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.
[0055] Next, combine Figure 1 , a control method in a game provided in one embodiment of the present application is described, Figure 1 A flowchart of a control method in a game provided in one embodiment of the present application.
[0056] like Figure 1 As shown, the control method in the game includes steps S10-S30:
[0057] S10, displaying a game data panel through a graphical user interface, wherein the game data panel displays the role identifications of the virtual characters in the first camp and the second camp and the role information of each virtual character. The second camp and the first camp are mutually hostile camps, the first camp includes a first virtual character and a plurality of second virtual characters, the first virtual character is a virtual character controlled by a first terminal, and the second virtual character corresponds to a second terminal.
[0058] In an embodiment of the present application, the execution subject of the control method in the game provided by the present application is a first terminal. Among them, the game includes two camps that are mutually hostile, namely a first camp and a second camp. The first camp includes a first virtual character and multiple second virtual characters, the first virtual character is a virtual character controlled by the player through the current terminal device (i.e., the first terminal), and the multiple second virtual characters are teammates of the first virtual character. Different second virtual characters are controlled through different second terminals. All virtual characters in the second camp are enemy characters of the first virtual character.
[0059] In the above, the graphical user interface displays a game data panel, and the game data panel displays the character identifications of the virtual characters in the first camp and the second camp and the character information of each virtual character. In the game data panel, the character identifications and character information are displayed to provide the player with key data display parts about the status and attributes of the virtual characters of the own side and the enemy virtual characters, helping the player to understand and manage the game characters controlled by themselves or understand the status of teammates and enemy characters.
[0060] As mentioned above, the role identification is used to distinguish different game characters. The role identification includes the nickname of the game virtual character, the role avatar, the role icon, and the color coding. This is only an example, and the embodiments of the present application do not impose any limitation on this. Among them, the nickname can be a name customized by the player. The role avatar is a unique icon or picture representing the character, reflecting the appearance characteristics or professional attributes of the character. The role icon is used to display the character's profession or camp, such as a shield represents a tank, and a bow and arrow represents a long-range output. Color coding: Different camps are distinguished by different colors, such as the blue team and the red team.
[0061] As mentioned above, the character information covers various capabilities and status parameters of the character. The character information includes health value, energy value, attack power / spell strength, movement speed, skill cooling time, special status, level and experience value, which are only examples and are not limited in any way in the embodiments of the present application.
[0062] S20. In response to a first trigger operation for a target character identifier in a game data panel, a communication panel is displayed through a graphical user interface, wherein a first screen and a second screen are displayed in the communication panel, wherein the first screen and the second screen represent a target virtual character from a global perspective and a local perspective, respectively, and the target virtual character is a virtual character corresponding to the target character identifier.
[0063] As described above, for the first trigger operation identified by the target character, different first trigger operations may be received according to the type of terminal device. For example, when the first terminal is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the first trigger operation may be a first trigger operation performed by a user's finger. For example, the first trigger operation may be a sliding operation such as swiping up, swiping down, swiping left, swiping right, a long press operation, a click operation, a double-click operation, a drag operation, etc., but is not limited thereto. When the first terminal is a non-touch screen first terminal such as a desktop computer or a laptop computer, the first trigger operation may be performed by a control device such as a mouse or a keyboard, but is not limited thereto.
[0064] In the above, the first picture and the second picture represent the target virtual character from a global perspective and a local perspective respectively, wherein the target virtual character is a virtual character corresponding to the target character identifier.
[0065] As described above, the first picture represents the target virtual character and a larger range of game scenes from a broad and overall perspective. In the first picture, the player can see a larger range of game scenes and the position of the target virtual character in the game scene. In this way, the player can know the approximate position of the target virtual character in the game scene by watching the first picture.
[0066] As mentioned above, the second screen focuses on the target virtual character itself and the game scene near it, providing a screen that is closer to the specific game scene where the target virtual character is located. The second screen can closely follow the actions of the target virtual character, display the details of the character, expression changes, or ongoing interactions (such as interactions with teammates or combat actions with hostile characters) for representation, but is not limited to this. In the second screen, the player can see the real-time behavior of the target virtual character in the game scene and the direct interaction with the surrounding objects, so that the player can understand the more subtle game status of the target virtual character by viewing the second screen.
[0067] In an optional implementation manner, the first screen is a small map screen corresponding to the game scene, and the second screen is a game scene screen at a location of a target virtual character in the game scene, wherein the game scene includes the target virtual character.
[0068] Next, combine Figure 2 , the above optional implementation modes are exemplarily described, Figure 2 A schematic diagram of displaying a first screen and a second screen on a graphical user interface is provided for one embodiment of the present application. Figure 2 It is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character.
[0069] like Figure 2As shown in interface (a), the graphical user interface 200 displays a game data panel 201. The game data panel 201 includes a first part 202 and a second part 203. Among them, the first part 201 is used to display the role identification and role information of all virtual characters in the camp where the first virtual character is located, including role identification 2021, role identification 2022, role identification 2023, and role identification 2024 (it should be noted that the virtual character corresponding to role identification 2024 is the first virtual character). The second part 202 is used to display the role identification and role information of all second virtual characters in the hostile camp of the camp where the first virtual character is located, including role identification 2031, role identification 2032, role identification 2033, and role identification 2034. At the same time, it can be seen that the player uses his finger to trigger the role identification 2023 (that is, the virtual character corresponding to role identification 2022 is determined as the target virtual character). Subsequently, as shown in interface (b), a communication panel 204 is added to the graphical user interface 200. The communication panel 204 displays a first screen 2041 and a second screen 2042. In the first screen 2041, a small map screen corresponding to the game scene is displayed, and the position distribution of multiple virtual characters in the game scene is displayed in the global game scene map, and the position of the target virtual character is marked with a rectangular highlight frame. In the second screen 2042, a game scene screen at the position of the target virtual character in the game scene is displayed. The game scene contains the target virtual character, and the battle scene where the target virtual character 2022 is currently located can be seen.
[0070] In an embodiment of the present application, in response to a first trigger operation of a player for a target character identifier in a game data panel, a communication panel is displayed through a graphical user interface provided by a first terminal, and a first screen and a second screen are displayed in the communication panel, wherein the first screen and the second screen respectively represent the target virtual character from a global perspective and a local perspective, and the target virtual character is a virtual character corresponding to the target character identifier. In this way, the player can know the approximate position of the target virtual character in the game scene by viewing the first screen, and can understand the more subtle game state of the target virtual character by viewing the second screen. Therefore, by displaying the first screen and the second screen at the same time, such a dual-screen setting helps the player to get a more detailed understanding of the approximate position and instant game state of the target virtual character in the game scene, and helps the player to make the correct decision later.
[0071] For example, when the target virtual character is a teammate, the player learns by viewing the first screen and the second screen that the target virtual character is near him and is in a fierce battle with the enemy character and urgently needs assistance, so the player can make a game decision to have teammates pay attention to the target virtual character, and make a game decision to provide rescue, and rush to the location of the target virtual character to provide assistance. For another example, when the target virtual character is an enemy character, the player learns by viewing the first screen and the second screen that the target virtual character is near him and that the target virtual character is acting alone and not as a team, so the player can make a game decision to have teammates pay attention to the target virtual character, and make a game decision to go and kill quickly, and rush to the location of the target virtual character to kill it.
[0072] S30: While the first screen and the second screen are still displayed, in response to the communication triggering operation, sending communication information to the target virtual character or sending communication information for the target virtual character to the second virtual character.
[0073] In the embodiment of the present application, while the first screen and the second screen are displayed, the player can view the position information and other combat information of the target virtual character in the game scene by observing the first screen and the second screen. When the target virtual character is a character of the player's side (i.e., a teammate of the first virtual character), the player can choose to send communication information to the target virtual character alone (for example, I'm here to help you) through the communication trigger operation; or choose to send communication information for the target virtual character to teammates (for example, the target virtual character is besieged, everyone goes to help the target virtual character).
[0074] When the target virtual character is the enemy of the first virtual character, the player can choose to send communication information to the target virtual character alone through the communication trigger operation (for example, target virtual character, you are weak, wait to be eliminated); or choose to send communication information targeting the target virtual character to teammates (for example, the target virtual character is nearby, everyone go and besiege him).
[0075] The control method in the game provided by the embodiment of the present application displays a game data panel through a graphical user interface, and the game data panel displays the role identification of the virtual characters in the first camp and the second camp and the role information of each virtual character. Among them, the second camp and the first camp are mutually hostile camps, and the first camp includes a first virtual character and a plurality of second virtual characters. The first virtual character is a virtual character controlled by a first terminal, and the second virtual character corresponds to a second terminal. In response to a first trigger operation for a target character identification in the game data panel, a communication panel is displayed through a graphical user interface, and a first screen and a second screen are displayed in the communication panel. The first screen and the second screen represent the target virtual character from a global perspective and a local perspective, respectively, and the target virtual character is a virtual character corresponding to the target character identification. While the first screen and the second screen are kept displayed, in response to a communication trigger operation, communication information is sent to the target virtual character or communication information for the target virtual character is sent to the second virtual character.
[0076] Compared with the prior art, the present application responds to the trigger operation performed on the target character identifier in the game data panel, and displays the first screen and the second screen of the target virtual character from the global perspective and the local perspective respectively on the graphical user interface of the first terminal, so that the player directly observes the approximate position of the target virtual character in the game scene through the displayed first screen, without repeatedly switching the display between the scene map and the data panel, which greatly improves the ease of operation. And, by observing the second screen, the player can get a more detailed understanding of the instant game state of the target virtual character in the game scene, which helps the player to make the correct decision later. Subsequently, while the first screen and the second screen are kept displayed, in response to the communication trigger operation, the player can selectively send communication information to the target virtual character or send communication information for the target virtual character to the second virtual character. The player can selectively send communication information to the target virtual character or all second virtual characters according to whether the target virtual character is his own character, so that the player can determine the sending object of the communication information according to the identity role of the target virtual character, improve the pertinence and efficiency of communication, and provide the player with the right to choose the communication object. This mechanism provides players with more diverse communication and interaction methods, making the game process richer and more interesting.
[0077] Based on the above embodiments, the control method in the game provided by the embodiments of the present application is further described below.
[0078] In an optional implementation, the communication panel includes at least one first communication option control and at least one second communication option control, the first communication option control is used to send a communication message to a target virtual character, and the second communication option control is used to send a communication message to all second virtual characters, and the communication content displayed by the first communication option control and the second communication option control is different depending on the camp to which the target virtual character belongs.
[0079] In the above, the first communication option control is used to trigger the first virtual character to send a communication message to the target virtual character, and different first communication option controls are used to send different communication messages.
[0080] In the embodiment of the present application, the communication content displayed by the first communication option control and the second communication option control is different according to the different camps to which the target virtual character belongs.
[0081] Above, when the target virtual character and the first virtual character belong to the same camp, the first communication option control is used to send some communication messages expressing cooperation, mutual assistance, mutual encouragement and other similar themes to the target virtual character (i.e., the teammate of the first virtual character). Different first communication option controls are used to send different communication contents. The communication contents that can be sent by different first communication option controls include but are not limited to I help you, you help me, I will assist you, you will assist me, save me, I will save you, I will change lines with you, etc., which are only examples, and the embodiments of the present application do not impose any restrictions on this. By sending communication information that encourages or supports help, positive communication helps to create a positive gaming atmosphere, can motivate teammates to continue to work hard, and improve the overall morale of the team. When players feel the support and encouragement from their teammates, they may be more involved in the game, enjoy the game process, and improve the game experience of players. For example, when the target virtual character and the first virtual character belong to the same camp, three first communication option controls are displayed, and the communication information sent by the three first communication option controls can be: I help you, you help me, and change lines.
[0082] Above, when the target virtual character and the first virtual character belong to different camps, the first communication option control is used to send some communication information expressing provocation, ridicule or psychological tactics to the target virtual character (i.e., the enemy character of the first virtual character). Different second communication option controls are used to send different communication contents. The communication contents that can be sent by different second communication option controls include but are not limited to come and hit me, too weak, surrender, defeated generals, failure is the mother of success, come on, etc., which are only examples, and the embodiments of the present application do not impose any restrictions on this. This can be used to strike the enemy's morale, make the other party lose their cool, and make wrong decisions. At the same time, the enemy's attention can be distracted, so that it temporarily ignores more important tactical goals or defensive weaknesses, so as to create opportunities for attack or defense for one's own side. For example, when the target virtual character and the first virtual character belong to different camps, three first communication option controls are displayed, and the communication information sent by the three first communication option controls can be: come and hit me, too weak, surrender.
[0083] As mentioned above, when the target virtual character and the first virtual character belong to the same camp, the second communication option control is used to send some communication messages expressing similar themes such as actively collaborating, helping, and encouraging each other with the target virtual character (i.e., the teammate of the first virtual character) to the second virtual character. Different second message controls are used to send different message contents. The communication contents that can be sent by different second message controls include but are not limited to helping him (i.e., the target virtual character), supporting him, changing lines with him, assisting him, giving him medicine, etc., are only examples, and the embodiments of the present application do not impose any restrictions on this. In this way, by sending communication information calling for active collaboration, communication and collaboration between teammates can be promoted to ensure that everyone works towards the same goal. For example, when the target virtual character and the first virtual character belong to the same camp, three second communication option controls are displayed, and the communication information sent by the three second communication option controls can be: help him, save him, and change lines alone.
[0084] Above, when the target virtual character and the first virtual character belong to different camps, the second communication option control is used to send some communication messages expressing similar themes such as calling on everyone to besiege and attack the target virtual character (i.e., the hostile character of the first virtual character) to the second virtual character. Different second communication option controls are used to send different communication contents. The communication contents that can be sent by different second communication option controls include but are not limited to hitting him, avoiding him, looking for him, etc., which are only examples, and the embodiments of the present application do not impose any restrictions on this. In this way, by calling on everyone to concentrate their efforts to attack a certain target virtual character, it can be ensured that all teammates are clear about the current main goal and take consistent actions, which can quickly weaken the enemy's power and create tactical advantages for one's side. For example, when the target virtual character and the first virtual character belong to different camps, three second communication option controls are displayed, and the communication information sent by the three second communication option controls can be: hitting him, avoiding, and looking for him.
[0085] In the embodiment of the present application, at least one first communication option control and at least one second communication option control are displayed on the communication panel displayed on the first terminal, so that the player can choose to trigger the first communication option control and the second communication option control according to the situation of the target virtual character and his current situation and needs, to send corresponding messages to the target virtual character or other teammates, so that through the first message control and the second communication option control, the player can quickly select and send standardized information, which can accurately convey the intention in a specific situation and reduce misunderstandings. And, compared with manual input, this greatly speeds up the communication speed, especially in tense game moments, fast communication is crucial.
[0086] Next, on the basis of displaying at least one first communication option control and at least one second communication option control on the communication panel, an implementation of step S30 "sending communication information to the target virtual character or sending communication information for the target virtual character to the second virtual character in response to the communication trigger operation" includes steps S3011-S3012:
[0087] S3011. In response to a triggering operation on a target first communication option control, first communication information for the target virtual character determined according to the target first communication option control is sent to the target virtual character.
[0088] S3012: In response to a triggering operation on a target second communication option control, second communication information for the target virtual character determined according to the target second communication option control is sent to the second virtual character.
[0089] Next, steps S3011-S3012 are described in detail.
[0090] First, step S3011 is described in detail.
[0091] In the above, the target first communication option control is the first communication option control that receives the triggering operation among the at least one first communication option control displayed on the communication panel.
[0092] In an embodiment of the present application, from at least one first communication option control for sending communication content to a target virtual character displayed on a graphical user interface, a player selects one as a target first communication option control and triggers it. In response to the triggering operation on the target first communication option control, the first communication information for the target virtual character determined according to the target first communication option control is sent to the target virtual character, and the first communication information is displayed on the graphical user interface through the second terminal corresponding to the target virtual character.
[0093] In the above, the first communication information for the target virtual character is determined according to the target first communication option control. That is, according to the message content that can be sent by the target first communication option control, a first communication information is constructed to indicate that the first virtual character conveys the communication content expressed by the target first communication option control to the target virtual character.
[0094] Exemplarily, when the target virtual character and the first virtual character belong to the same camp, if the message that can be transmitted by the first communication option control is "I help you", then the first communication message that the first virtual character conveys to the target virtual character the communication content expressed by the target first communication option control can be: the first virtual character is coming to help the target virtual character, or it can be "I (the first virtual character's character avatar is displayed here) am going to help you (the target virtual character's character avatar is displayed here)", which is only an example, and the embodiment of the present application does not impose any limitation on the specific first communication message displayed.
[0095] Next, combine Figure 3 and Figure 4 In the case where the target virtual character and the first virtual character belong to the same camp, the above step S3011 is described in detail. Figure 3 A schematic diagram of a trigger target first communication option control provided in one embodiment of the present application, Figure 4 A schematic diagram of displaying first communication information through a graphical user interface of a second terminal according to one embodiment of the present application. Figure 3 is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character, Figure 4 It is the game screen presented by the graphical user interface on the second terminal corresponding to the target virtual character.
[0096] like Figure 3As shown, it includes interface (a) and interface (b). As shown in interface (a), it can be seen that the player uses his finger to trigger the character identification 2022. Subsequently, as shown in interface (b), a communication panel 301 is added to the graphical user interface 200. The communication panel 301 displays a first screen 3021, a second screen 3022, three first communication option controls, and three second communication option controls. Among them, the three first communication option controls are respectively "I help you" control 3031, "You help me" control 3032, and "Change line" control 3033. The three second communication option controls are respectively "Help him" control 3041, "Save him" control 3042, and "Single line" control 3043. At the same time, it can be seen that the player uses his finger to trigger the "Change line" control 3033. Afterwards, the game screen presented by the graphical user interface on the second terminal corresponding to the target virtual character is as shown in FIG. Figure 4 As shown, a communication information control 401 is displayed on the graphical user interface 400, and the first communication information displayed by the communication information control 401 is "(character avatar of display character 2024) I and you (character avatar of display character 2022) switch lines". In this way, the player controlling the first virtual character successfully conveys the information that he is here to help the target virtual character.
[0097] Exemplarily, when the target virtual character and the first virtual character belong to different camps, if the message that can be transmitted by the first communication option control is "You are too weak", then the first communication message conveyed by the first virtual character to the target virtual character by the communication content expressed by the target first communication option control can be: "Target virtual character, you are too weak" or "You (the character avatar of the target virtual character is displayed here) you are too weak". This is only an example, and the embodiment of the present application does not impose any limitation on the specific first communication message displayed.
[0098] Next, combine Figure 5 and Figure 6 In the case where the target virtual character and the first virtual character belong to different camps, the above step S3011 is described in detail. Figure 5 A schematic diagram of a trigger target first communication option control provided by another embodiment of the present application, Figure 6 A schematic diagram of displaying first communication information through a graphical user interface of a second terminal provided in another embodiment of the present application. Figure 5 is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character, Figure 6 It is the game screen presented by the graphical user interface on the third terminal corresponding to the target virtual character. The virtual characters in the second camp are controlled by the third terminal, and different virtual characters in the second camp correspond to different third terminals.
[0099] like Figure 5As shown, it includes interface (a) and interface (b). As shown in interface (a), it can be seen that the player uses his finger to trigger the character identifier 2033 (i.e., the enemy character of the first virtual character). Subsequently, as shown in interface (b), a communication panel 501 is added to the graphical user interface 200. The communication panel 501 displays a first screen 5011, a second screen 5012, three first communication option controls, and three second communication option controls. Among them, the three first communication option controls are respectively "Come and hit me" control 5021, "Too weak" control 5022, and "Surrender" control 5023. The three second communication option controls are respectively "Hit him" control 5031, "Avoid him" control 5032, and "Find him" control 5033. At the same time, it can be seen that the player uses his finger to trigger the "Surrender" control 5023. Afterwards, the game screen presented by the graphical user interface on the third terminal corresponding to the target virtual character is as shown in FIG. Figure 6 As shown, a communication information control 601 is displayed on the graphical user interface 600, and the content of the first communication information displayed by the communication information control 601 is "(the character avatar of the virtual character corresponding to the character identifier 2024 is displayed here) says: You (the character avatar of the virtual character corresponding to the character identifier 2033 is displayed here) surrender!" In this way, the player controlling the first virtual character successfully conveys to the target virtual character the message that the target virtual character is better to surrender automatically.
[0100] Next, step S3012 is described in detail.
[0101] In the embodiment of the present application, from at least one second communication option control for sending communication content to the target virtual character displayed on the graphical user interface, the player selects one as the target second communication option control and triggers it. In response to the trigger operation on the target second communication option control, the second communication information for the target virtual character determined according to the target second communication option control is sent to the target virtual character, and the second communication information is displayed on the graphical user interface through the second terminal corresponding to the target virtual character.
[0102] In the above, the second communication information for the target virtual character is determined according to the target second communication option control. That is, according to the message content that the target second communication option control can send, a second communication information is constructed to indicate that the first virtual character conveys the communication content expressed by the target second communication option control to the target virtual character.
[0103] Exemplarily, when the target virtual character and the first virtual character belong to the same camp, if the message that can be transmitted by the second communication option control is marked as "go help him", then the first virtual character conveys the second communication option control of the target to all second virtual characters in the first camp except the target virtual character. The second communication information expressed can be: everyone goes to help the target virtual character, or everyone goes to help the target virtual character (the character avatar of the target virtual character is displayed here). This is just an example, and the embodiment of the present application does not impose any restrictions on the specific displayed second communication information. After conveying the second communication information to the second virtual character other than the target virtual character, in order to synchronize the corresponding second communication information to the target virtual character, so that the target virtual character knows the actions of teammates. For example, when the first virtual character sends the second communication information of "everyone helps the target virtual character" to other second virtual characters except the target virtual character, the first virtual character needs to convey the second communication information of "everyone helps the target virtual character" to the target virtual character, so that the target virtual character knows that everyone is coming to help him. Then, based on the second communication information of "Everyone help the target virtual character", the second communication information to the target virtual character can be determined to be everyone is here to help you, or everyone is on the way to help (the character avatar of the target virtual character is displayed here). This is only an example, and the embodiment of the present application does not impose any limitation on the specific second communication information to be sent to the target virtual character.
[0104] Next, combine Figure 7 , Figure 8 and Fig. 9 In the case where the target virtual character and the first virtual character belong to the same camp, the above step S3012 is described in detail. Figure 7 A schematic diagram of a trigger target second communication option control provided in one embodiment of the present application, Figure 8 A schematic diagram of displaying second communication information through a graphical user interface of a second terminal according to one embodiment of the present application is provided. Fig. 9 A schematic diagram of displaying second communication information through a graphical user interface of a second terminal corresponding to a target virtual character provided in one embodiment of the present application. Figure 7 is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character, Figure 8 is a game screen presented by a graphical user interface on a second terminal corresponding to a second virtual character other than the target virtual character, Fig. 9 It is the game screen presented by the graphical user interface on the second terminal corresponding to the target virtual character.
[0105] like Figure 7As shown, it includes interface (a) and interface (b). As shown in interface (a), it can be seen that the player uses his finger to trigger the character identification 2022. Subsequently, as shown in interface (b), a communication panel 701 is added to the graphical user interface 200. The communication panel 701 displays a first screen 7021, a second screen 7023, three first communication option controls, and three second communication option controls. Among them, the three second communication option controls are respectively "I help you" control 7031, "You help me" control 7032, and "Change line" control 7033. The three second communication option controls are respectively "Help him" control 7041, "Save him" control 7042, and "Single line" control 7043. At the same time, it can be seen that the player uses his finger to perform a trigger operation on the "Help him" control 7041. Afterwards, the game screen presented in the graphical user interface of other second terminals except the second terminal corresponding to the target virtual character is as shown in FIG. Figure 8 As shown, the communication information control 801 is displayed on the graphical user interface 800, and the second communication information displayed in the communication information control 801 is "Please help the target virtual character (i.e., the virtual character corresponding to the character identifier 2022)". In this way, the player controlling the first virtual character successfully conveys the message of "Please help the target virtual character" to teammates other than the target virtual character. Fig. 9 As shown, a communication information control 901 is displayed on the graphical user interface 900 of the second terminal corresponding to the target virtual character, and the content of the second communication information displayed in the communication information control 901 is "Everyone is coming to help you (i.e., the virtual character corresponding to the character identifier 2022), hold on." In this way, the player controlling the first virtual character successfully conveys to the target virtual character that everyone is coming to help, and asks him to hold on.
[0106] Exemplarily, when the target virtual character and the first virtual character belong to different camps, if the message that can be transmitted by the second communication option control is "stay away from him", then the first virtual character conveys the second communication message expressed by the target second communication option control to all second virtual characters in the first camp, which can be: everyone stay away from the target virtual character, or everyone stays away from the target virtual character (the character avatar of the target virtual character is displayed here). This is only an example, and the embodiment of the present application does not impose any limitation on the specific content of the target fourth message displayed.
[0107] Next, combine Fig.10 and Fig.11 In the case where the target virtual character and the first virtual character belong to different camps, the above step S3012 is described in detail. Fig.10 A schematic diagram of a trigger target second communication option control provided by another embodiment of the present application, Fig.11A schematic diagram of displaying second communication information through a graphical user interface of a second terminal provided in another embodiment of the present application. Fig.10 is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character, Fig.11 It is a game screen presented by a graphical user interface on a second terminal corresponding to a second virtual character in the first camp.
[0108] like Fig.10 As shown, it includes interface (a) and interface (b). As shown in interface (a), it can be seen that the player uses his finger to trigger the character identification 2033. Subsequently, as shown in interface (b), a communication panel 1000 is added to the graphical user interface 200. The communication panel 1000 displays a first screen 1011, a second screen 1012, three first communication option controls, and three second communication option controls. Among them, the three first communication option controls are respectively "Come and hit me" control 1021, "Too weak" control 1022, and "Surrender" control 1023. The three second communication option controls are respectively "Hit him" control 1031, "Avoid him" control 1032, and "Find him" control 1033. At the same time, it can be seen that the player uses his finger to trigger the "Find him" control 1033. Afterwards, the game screen presented by the graphical user interface on the second terminal corresponding to any second virtual character is as shown in FIG. Fig.11 As shown, a communication information control 1101 is displayed on the graphical user interface 1100, and the content of the second communication information displayed by the communication information control 1101 is "(the character avatar of the first virtual character (i.e., the virtual character corresponding to the character identifier 2024) is displayed here) says: Let's look for (the character avatar of the target virtual character (i.e., the virtual character corresponding to the character 2033) is displayed here)! He is hiding on purpose." In this way, the player controlling the first virtual character successfully conveys the message of looking for the virtual character corresponding to the character identifier 2033, i.e., the target virtual character, to all teammates.
[0109] In an optional implementation, the communication panel includes a communication input control. Another possible implementation of step S30 "sending communication information to the target virtual character or sending communication information for the target virtual character to the second virtual character in response to the communication trigger operation" includes steps S3021-S3022:
[0110] S3021. In response to a trigger operation on a communication input control, an input panel is displayed, wherein the input panel includes a first input area and a second input area, wherein the first input area is used to input communication information to be sent to a target virtual character, and the second input area is used to input communication information to be sent to a second virtual character.
[0111] S3022: In response to an input operation on the first input area or the second input area, obtain third communication information, and send the third communication information to the target virtual character or the second virtual character.
[0112] Next, steps S3021-S3022 are described in detail.
[0113] In the above, a communication input control is displayed on the communication panel. The communication input control may include a first communication input control and a second communication input control. The first communication input control is used to input communication information sent to the target virtual character, and the second communication input control is used to input communication information sent to the second virtual character.
[0114] In the embodiment of the present application, in response to the input operation on the first input area, the third communication information is obtained, and the third communication information is sent to the target virtual character. In response to the input operation on the second input area, the third communication information is obtained, and the third communication information is sent to the second virtual character. In this way, players can input personalized information according to actual conditions, which is more flexible and accurate than the preset communication options. Customized information allows players to express their ideas better and more freely, increase the effectiveness and pertinence of communication, and thus enhance the immersion and participation of the game.
[0115] Next, combine Fig.12 and Fig.13 , the above steps S3021-S3022 are exemplarily described, Fig.12 A schematic diagram of inputting third communication information into an input panel according to one embodiment of the present application. Fig.13 A schematic diagram of a target virtual character receiving a third communication message provided in one embodiment of the present application. Fig.12 is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character, Fig.13 It is the game screen presented by the graphical user interface on the second terminal corresponding to the target virtual character.
[0116] like Fig.12As shown, it includes interface (a), interface (b) and interface (c). As shown in interface (a), it can be seen that the player uses his finger to trigger the character identification 2023. Subsequently, as shown in interface (b), the graphical user interface 200 is added with a communication panel 1200 and an input panel 1220. The communication panel 1220 displays a first screen 1211 and a second screen 1212. The input panel 1220 includes a first input area 1221 and a second input area 1222. At the same time, it can be seen that the player uses his finger to trigger the first input area 1221. Subsequently, as shown in interface (c), a virtual keyboard 1231 is added to the graphical user interface 200, and the player inputs a third communication message with the content "I help you" into the first input area 1221 through the virtual keyboard 1231, and triggers the sending of the third communication message to the target virtual character through the send control on the virtual keyboard 1231. Subsequently, the game screen presented by the graphical user interface on the second terminal corresponding to the target virtual character is as shown in FIG. Fig.13 As shown, a communication information control 1301 is displayed on the graphical user interface 1300, and the content of the third communication information displayed by the communication information control 1301 is "I am on my way to help you (the character avatar of the target virtual character (i.e., the virtual character corresponding to the character identifier 2023) is displayed here), please hold on." In this way, the player controlling the first virtual character successfully conveys to the target virtual character the information that he is on his way to help him.
[0117] In an optional implementation manner, an implementation manner of "sending communication information for the target virtual character to the second virtual character in response to the communication triggering operation" in step S30 includes step S3031:
[0118] S3031: In response to a trigger operation on the first screen or the second screen, prompt information on the location of the target virtual character is sent to all second virtual characters.
[0119] As described above, for the trigger operation of the first screen or the second screen, different trigger operations may be received according to the type of terminal device. For example, when the first terminal is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the trigger operation may be a trigger operation performed by a user's finger. For example, the trigger operation may be a sliding operation such as swiping up, swiping down, swiping left, swiping right, a long press operation, a click operation, a double-click operation, a drag operation, etc., but not limited to this. When the first terminal is a non-touch screen first terminal such as a desktop computer or a laptop computer, the trigger operation may be performed by a control device such as a mouse or a keyboard, but not limited to this.
[0120] In an optional implementation manner, a possible implementation manner of "sending prompt information about the location of the target virtual character to all second virtual characters" in step S3031 includes step S3031-1:
[0121] S3031-1. Mark the scene location of the target virtual character in the scene mini-map displayed on the corresponding graphical user interface through each second terminal, and display position prompt information on the corresponding graphical user interface, where the position prompt information is used to prompt each second virtual character to pay attention to the location of the target virtual character in the game scene.
[0122] As mentioned above, the scene mini-map refers to a scene thumbnail of the entire game scene displayed on the graphical user interface, and the positions of other game characters in the game scene that are within the field of vision of the current player are also displayed in the scene thumbnail.
[0123] As mentioned above, the scene position where the target virtual character is located is marked in the scene map on the graphical user interface. The marking method can be icon marking, cursor highlighting, path tracking line, text label, etc., but not limited to this. Among them, icon marking is to use an icon of a specific color or shape (such as a character avatar or arrow, etc.) on the scene map to mark the target virtual character. Cursor highlighting: A highlight or halo effect of any shape is displayed at the location of the target virtual character on the scene map to emphasize the location of the target virtual character. Among them, the shape can be a circle, rectangle, square, etc. for example only. Path tracking line: As the target virtual character moves, a trajectory line can be dynamically displayed on the scene map to follow its moving path, and the color can change with the character status, such as green for a safe path and red for a dangerous area. Text label: Add a character name or a brief description (such as "enemy character") next to or below the character icon.
[0124] In the embodiment of the present application, in response to the player's trigger operation on the first screen or the second screen, the scene location of the target virtual character is marked in the scene map on the corresponding graphical user interface through each second terminal, and the location prompt information is displayed on the corresponding graphical user interface. As long as the player triggers the first screen or the second screen, the scene map on the graphical user interface displayed on the second terminal held by the teammate can be triggered to display the scene location of the target virtual character, and the location prompt information is displayed on the corresponding graphical user interface.
[0125] Next, combine Fig.14 and Fig.15 , the above steps S3031 and S3031-1 are exemplarily described, Fig.14 A schematic diagram showing a trigger operation performed on a first picture or a second picture provided in one embodiment of the present application, Fig.15 A schematic diagram of marking the position of a target virtual character and displaying position prompt information through a graphical user interface of a second terminal provided in one embodiment of the present application. Fig.14is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character, Fig.15 It is a game screen presented by a graphical user interface on a second terminal corresponding to any second virtual character.
[0126] like Fig.14 As shown in interface (a), the graphical user interface 200 displays a game data panel 201. The game data panel 201 includes a first part 202 and a second part 203. Among them, the first part 201 is used to display the role identification and role information of all virtual characters in the camp where the first virtual character is located, including role identification 2021, role identification 2022, role identification 2023, and role identification 2024. The second part 202 is used to display the role identification and role information of all virtual characters in the enemy camp of the camp where the first virtual character is located, including role identification 2031, role identification 2032, role identification 2033, and role identification 2034. At the same time, it can be seen that the player uses a finger to trigger the role identification 2023. Subsequently, as shown in interface (b), a communication panel 204 is added to the graphical user interface 200. The communication panel 204 displays a first screen 2041 and a second screen 2042. In the first screen 2041, a scene mini-map is displayed. The global game scene map displays the position distribution of multiple virtual characters in the game scene, and the position of the target virtual character is marked with a rectangular highlight frame. In the second screen 2042, the battle scene where the target virtual character is currently located is displayed. At the same time, it can be seen that the player uses a finger to perform a trigger operation on the first screen 2041. Afterwards, the game screen presented by the graphical user interface on the second terminal corresponding to any second virtual character is as shown in FIG. Fig.15 As shown, the scene location of the target virtual character is marked in the form of a highlighted rectangular frame 1511 in the scene map 1501 of the graphical user interface 1500, and a location prompt control 1502 is displayed on the corresponding graphical user interface. The location prompt information displayed in the location prompt control 1502 is "pay attention to the location of our team member 222". In this way, the player controlling the first virtual character successfully conveys the information to his teammates to pay attention to the location of the team member (the virtual character corresponding to the character identifier 222).
[0127] In the embodiment of the present application, in response to the player's trigger operation on the first screen or the second screen, the trigger is to mark the scene location of the target virtual character in the scene map on the corresponding graphical user interface through each second terminal, and display the location prompt information on the corresponding graphical user interface. Therefore, the first virtual character can communicate to teammates the location of the target virtual character in the game scene and pay attention to the location of the target virtual character in the scene map. Compared with the prior art that only conveys the attention of a certain game character to the player, the communication content of the present application is more detailed and specific, which improves the user's gaming experience.
[0128] In an optional implementation, based on step S3031, the control method in the game provided in the embodiment of the present application further includes step S3031-2:
[0129] S3031-2: In response to the target virtual character belonging to the second camp and the target virtual character is not within the field of vision of the virtual character of the first camp, control hiding the target virtual character in the first screen and the second screen.
[0130] In some games, such as MOBA (Multiplayer Online Battle Arena), a shared vision mechanism is used. The shared vision mechanism means that once an enemy character enters the field of view of any friendly character (usually determined by the character's visual angle and a certain distance limit), the position information of this enemy character will be "shared" with all our players. This means that even if other friendly characters do not directly see the enemy character themselves, they can see the position mark of the enemy character on the minimap and know its existence and approximate location. This helps teamwork, such as organizing captures, avoiding ambushes, or formulating tactics. On the contrary, if an enemy character does not enter the field of view of any friendly character, then this enemy character is "invisible" to us. All friendly players cannot see the position of the enemy character on the minimap, nor can they see the enemy character directly on the screen unless they approach and personally enter the field of view where they can see the enemy character. In this case, the enemy character can move freely in the unexplored area of the map, ambush, sneak attack, or make other tactical arrangements without being noticed by us.
[0131] In an embodiment of the present application, when the game has such a teammate sharing vision mechanism, in response to the target virtual character belonging to the second camp and the target virtual character not being within the field of vision of the virtual character of the first camp, the target virtual character is hidden in both the first screen and the second screen in the communication panel displayed by the first terminal. That is to say, when the target virtual character corresponding to the target character identifier triggered by the player belongs to the second camp (i.e., the first virtual character and the target virtual character are in a hostile relationship), and the target virtual character is not within the field of vision of the virtual character of the first camp (i.e., all virtual characters in the first camp cannot see the position of the target virtual character in the game scene), the target virtual character is hidden in both the first screen and the second screen in the communication panel displayed by the first terminal, so that the player controlling the first virtual character cannot know the approximate position of the target virtual character in the game scene from the first screen and cannot know the instant game state of the target virtual character in the game scene from the second screen, so that on the one hand, in order to increase the realism of the game, on the other hand, it is also more possible to implement the teammate sharing vision mechanism.
[0132] On the basis of step S3031-2, a possible implementation of "sending prompt information about the location of the target virtual character to all second virtual characters" in step S30 includes step A1:
[0133] A1. Displaying disappearance prompt information on the corresponding graphical user interface through each second terminal, where the disappearance prompt information is used to remind each second virtual character to pay attention to the disappearance of the target virtual character in the game scene.
[0134] In an embodiment of the present application, based on the above step S3031-2, since the target virtual character belongs to the second camp and the target virtual character is not within the field of vision of the virtual character of the first camp, the target virtual character is hidden in both the first screen and the second screen of the communication panel displayed on the first terminal. Therefore, the player controlling the first virtual character can prompt each second virtual character to pay attention to the information that the target virtual character disappears in the game scene. In this way, when the player finds that the target virtual character disappears from the screen, he or she will take the initiative to warn teammates, which can significantly enhance communication and collaboration among team members. Furthermore, players can rely on the information shared with each other to build an overall understanding of the game battlefield, which promotes closer team interaction.
[0135] Next, combine Fig.16 and Fig.17 , the above step S3031-2 and step A1 are exemplarily described, Fig.16 This is a schematic diagram of hiding a target virtual character in a first frame and a second frame according to one embodiment of the present application. Fig.17A schematic diagram of prompting the disappearance of a target virtual character through a graphical user interface of a second terminal provided in one embodiment of the present application. Fig.16 is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character, Fig.17 It is a game screen presented by a graphical user interface on a second terminal corresponding to any second virtual character.
[0136] like Fig.16 As shown, it includes interface (a) and interface (b). As shown in interface (a), it can be seen that the player uses his finger to trigger the character identifier 2033 (that is, the target virtual character corresponding to the character identifier 2033, which is the enemy character of the first virtual character). Subsequently, as shown in interface (b), a communication panel 1601 is added to the graphical user interface 200. The communication panel 1601 displays a first screen 1611 and a second screen 1612. In the first screen 1611, a small map of the game scene is displayed, and the position distribution of multiple virtual characters in the game scene is displayed in the global scene map of the game, but there is no rectangular highlight box, that is, the location of the target virtual character is not marked. In the second screen 1612, the battle scene where the target virtual character is currently located is displayed. At the same time, it can be seen that the player uses his finger to perform a trigger operation on the second screen 1612. Afterwards, the game screen presented by the graphical user interface on the second terminal corresponding to any second virtual character is as shown in FIG. Fig.17 As shown, no rectangular highlight box appears in the scene map 1701 of the graphical user interface 1700, i.e., the location of the target virtual character is not marked, and a message prompt control 1702 is displayed on the corresponding graphical user interface 1700, and the disappearance prompt message displayed by the disappearance prompt control 1702 is "Note that the target virtual character (i.e., the enemy character corresponding to the character identifier 2033) disappears". In this way, the player controlling the first virtual character successfully conveys to his teammates the information that the target virtual character disappears within the field of vision of the team.
[0137] In an optional implementation manner, the control method in the game provided in the embodiment of the present application further includes step S40:
[0138] S40: In response to a second trigger operation on the target role identifier, cancel display of the communication panel.
[0139] As mentioned above, for the second trigger operation identified by the target character, different second trigger operations can be received according to the type of terminal device. For example, when the first terminal is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the second trigger operation can be a second trigger operation performed by the user's finger. For example, the second trigger operation can be a sliding operation such as swiping up, swiping down, swiping left, swiping right, a long press operation, a click operation, a double-click operation, a drag operation, etc., but not limited to this. When the first terminal is a non-touch screen first terminal such as a desktop computer or a laptop computer, the second trigger operation can be performed by a control device such as a mouse or a keyboard, but not limited to this.
[0140] In addition, the second trigger operation may also be a trigger operation corresponding to the first trigger operation. For example, when the first trigger operation is a long press operation (ie, pressing without releasing), the second trigger operation may be an end of the long press operation.
[0141] Next, combine Fig.18 and one The above step S40 is exemplarily described in a specific example. Fig.18 A schematic diagram of canceling the display of the communication panel provided in one embodiment of the present application. Fig.18 It is a game screen presented by a graphical user interface on a first terminal corresponding to the first virtual character.
[0142] like Fig.18 As shown in FIG. 2 , the graphical user interface 200 includes an interface (a), an interface (b), and an interface (c). As shown in interface (a), it can be seen that the player uses a finger to perform a first trigger operation (such as a long press operation) on the character identifier 2022. Subsequently, as shown in interface (b), a communication panel 1801 is added to the graphical user interface 200. The communication panel 1801 displays a first screen 1811 and a second screen 1812. At the same time, it can be seen that the player ends the long press operation (i.e., the second trigger operation) on the character identifier 2022. Subsequently, as shown in interface (c), the communication panel 1801 is canceled from the graphical user interface.
[0143] The control device in the game provided by the present application is described below. The control device in the game described below and the control method in the game described above can be referenced to each other.
[0144] Fig.19 This is a schematic diagram of the structure of a control device in a game provided by one embodiment of the present application. Fig.19 As shown, the control device 1900 in the game includes: a display module 1901 , a control module 1902 and a processing module 1903 .
[0145] A display module, configured to display a game data panel through the graphical user interface, wherein the game data panel displays character identifications of virtual characters in a first camp and a second camp and character information of each virtual character; wherein the second camp and the first camp are mutually hostile camps, the first camp includes a first virtual character and a plurality of second virtual characters, the first virtual character is a virtual character controlled by the first terminal, and the second virtual character corresponds to the second terminal;
[0146] A control module, configured to respond to a first trigger operation for a target character identifier in the game data panel, and display a communication panel through the graphical user interface, wherein the communication panel displays a first screen and a second screen, wherein the first screen and the second screen represent the target virtual character from a global perspective and a local perspective, respectively, and the target virtual character is a virtual character corresponding to the target character identifier;
[0147] The processing module is used to send communication information to the target virtual character or send communication information for the target virtual character to the second virtual character in response to a communication trigger operation while maintaining the display of the first screen and the second screen.
[0148] In an optional implementation manner, the first screen is a small map screen corresponding to a game scene, the second screen is a game scene screen at a location of the target virtual character in the game scene, and the game scene includes the target virtual character.
[0149] In an optional implementation manner, the communication panel includes at least one first communication option control and at least one second communication option control, the first communication option control is used to send a communication message to the target virtual character, and the second communication option control is used to send a communication message to all the second virtual characters, and the communication content displayed by the first communication option control and the second communication option control is different according to the different camps to which the target virtual character belongs;
[0150] The processing module is specifically used for:
[0151] In response to a triggering operation on a target first communication option control, sending first communication information for the target virtual character determined according to the target first communication option control to the target virtual character;
[0152] In response to a triggering operation on a target second communication option control, second communication information for the target virtual character determined according to the target second communication option control is sent to the second virtual character.
[0153] In an optional implementation manner, the communication panel includes a communication input control; and the processing module is specifically used for:
[0154] In response to a trigger operation on the communication input control, an input panel is displayed, the input panel comprising a first input area and a second input area, the first input area is used to input communication information sent to the target virtual character, and the second input area is used to input communication information sent to the second virtual character;
[0155] In response to an input operation on the first input area or the second input area, third communication information is acquired, and the third communication information is sent to the target virtual character or the second virtual character.
[0156] In an optional implementation manner, the processing module is specifically used for:
[0157] In response to a trigger operation on the first picture or the second picture, prompt information on the location of the target virtual character is sent to all the second virtual characters.
[0158] In an optional implementation manner, the processing module is specifically used for:
[0159] Each of the second terminals marks the scene location of the target virtual character in the scene mini-map displayed on the corresponding graphical user interface, and displays position prompt information on the corresponding graphical user interface, wherein the position prompt information is used to prompt each of the second virtual characters to pay attention to the location of the target virtual character in the game scene.
[0160] In an optional implementation manner, the processing module is further used for:
[0161] In response to the target virtual character belonging to the second camp and the target virtual character is not within the field of vision of the virtual characters of the first camp, controlling to hide the target virtual character in the first screen and the second screen;
[0162] The processing module is specifically used for:
[0163] The disappearance prompt information is displayed on the corresponding graphical user interface through each of the second terminals, and the disappearance prompt information is used to prompt each of the second virtual characters to pay attention to the disappearance of the target virtual character in the game scene.
[0164] In an optional implementation manner, the processing module is further used for:
[0165] In response to a second triggering operation for the target role identifier, the communication panel is canceled from being displayed.
[0166] The control device in the game provided in this embodiment can be used to execute the technical solution of the control method embodiment in the above game. Its implementation principle and technical effect are similar, and this embodiment will not be repeated here.
[0167] Fig. 20 A schematic diagram of the hardware structure of an electronic device provided in one embodiment of the present application is shown in FIG. Fig. 20 As shown, the electronic device 2000 of this embodiment includes: a processor 2001 and a memory 2002; wherein
[0168] Memory 2002, used for storing computer-executable instructions;
[0169] The processor 2001 is used to execute the computer-executable instructions stored in the memory to implement the various steps executed by the control method in the game in the above embodiment. For details, please refer to the relevant description in the above method embodiment.
[0170] Optionally, the memory 2002 may be independent or integrated with the processor 2001 .
[0171] When the memory 2002 is independently provided, the electronic device further includes a bus 2003 for connecting the memory 2002 and the processor 2001 .
[0172] One embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When a processor executes the computer-executable instructions, a technical solution corresponding to the control method in the game in any of the above embodiments executed by the above electronic device is implemented.
[0173] One embodiment of the present application further provides a computer program product, the program product comprising: a computer program, the computer program is stored in a readable storage medium, at least one processor of an electronic device can read the computer program from the readable storage medium, and at least one processor executes the computer program so that the electronic device executes the technical solution corresponding to the control method in the game in any of the above embodiments.
[0174] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
[0175] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the modules is only a logical function division. There may be other division methods in actual implementation, such as multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or modules, which can be electrical, mechanical or other forms.
[0176] The above-mentioned integrated module implemented in the form of a software function module can be stored in a computer-readable storage medium. The above-mentioned software function module is stored in a storage medium, including a number of instructions for enabling an electronic device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application.
[0177] It should be understood that the processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), etc. A general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the invention may be directly implemented as being executed by a hardware processor, or may be implemented by a combination of hardware and software modules in the processor.
[0178] The memory may include a high-speed RAM memory, and may also include a non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk, etc.
[0179] The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, the bus in the drawings of the present application is not limited to only one bus or one type of bus.
[0180] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk. The storage medium can be any available medium that can be accessed by a general or special purpose computer.
[0181] Those skilled in the art can understand that all or part of the steps of implementing the above-mentioned method embodiments can be completed by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, the steps of the above-mentioned method embodiments are executed; and the aforementioned storage medium includes: ROM, RAM, disk or optical disk and other media that can store program codes.
[0182] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.
Claims
1. A control method in a game, characterized in that: Providing a graphical user interface through a first terminal, the method comprising: Displaying a game data panel through the graphical user interface, wherein the game data panel displays role identifications of virtual characters in the first camp and the second camp and role information of each virtual character; wherein the second camp and the first camp are mutually hostile camps, the first camp includes a first virtual character and a plurality of second virtual characters, the first virtual character is a virtual character controlled by the first terminal, and the second virtual character corresponds to the second terminal; In response to a first trigger operation for a target character identifier in the game data panel, a communication panel is displayed through the graphical user interface, wherein a first screen and a second screen are displayed in the communication panel, wherein the first screen and the second screen represent the target virtual character from a global perspective and a local perspective, respectively, and the target virtual character is a virtual character corresponding to the target character identifier; While the first screen and the second screen are kept displayed, in response to a communication triggering operation, communication information is sent to the target virtual character or communication information for the target virtual character is sent to the second virtual character.
2. The method according to claim 1, characterized in that The first screen is a small map screen corresponding to the game scene, and the second screen is a game scene screen at the location of the target virtual character in the game scene, and the game scene includes the target virtual character.
3. The method according to claim 1, characterized in that The communication panel includes at least one first communication option control and at least one second communication option control, wherein the first communication option control is used to send a communication message to the target virtual character, and the second communication option control is used to send a communication message to all the second virtual characters, and the communication content displayed by the first communication option control and the second communication option control is different according to the different camps to which the target virtual character belongs; The sending of communication information to the target virtual character or sending communication information for the target virtual character to the second virtual character in response to the communication triggering operation includes: In response to a triggering operation on a target first communication option control, sending first communication information for the target virtual character determined according to the target first communication option control to the target virtual character; In response to a triggering operation on a target second communication option control, second communication information for the target virtual character determined according to the target second communication option control is sent to the second virtual character.
4. The method according to claim 1, characterized in that: The communication panel includes a communication input control; in response to the communication trigger operation, sending communication information to the target virtual character or sending communication information for the target virtual character to the second virtual character includes: In response to a trigger operation on the communication input control, an input panel is displayed, the input panel comprising a first input area and a second input area, the first input area is used to input communication information sent to the target virtual character, and the second input area is used to input communication information sent to the second virtual character; In response to an input operation on the first input area or the second input area, third communication information is acquired, and the third communication information is sent to the target virtual character or the second virtual character.
5. The method according to claim 1, characterized in that The sending, in response to the communication triggering operation, communication information for the target virtual character to the second virtual character comprises: In response to a trigger operation on the first picture or the second picture, prompt information on the location of the target virtual character is sent to all the second virtual characters.
6. The method according to claim 5, characterized in that After sending the prompt information of the location of the target virtual character to all the second virtual characters, the method further includes: Each of the second terminals marks the scene location of the target virtual character in the scene mini-map displayed on the corresponding graphical user interface, and displays position prompt information on the corresponding graphical user interface, wherein the position prompt information is used to prompt each of the second virtual characters to pay attention to the location of the target virtual character in the game scene.
7. The method according to claim 5, characterized in that The method further comprises: In response to the target virtual character belonging to the second camp and the target virtual character is not within the field of vision of the virtual characters of the first camp, controlling to hide the target virtual character in the first screen and the second screen; After sending the prompt information of the location of the target virtual character to all the second virtual characters, the method further includes: The disappearance prompt information is displayed on the corresponding graphical user interface through each of the second terminals, and the disappearance prompt information is used to prompt each of the second virtual characters to pay attention to the disappearance of the target virtual character in the game scene.
8. The method according to claim 1, characterized in that The method further comprises: In response to a second triggering operation for the target role identifier, the communication panel is canceled from being displayed.
9. A control device in a game, characterized in that: Providing a graphical user interface through a first terminal, the device includes: A display module, configured to display a game data panel through the graphical user interface, wherein the game data panel displays character identifications of virtual characters in a first camp and a second camp and character information of each virtual character; wherein the second camp and the first camp are mutually hostile camps, the first camp includes a first virtual character and a plurality of second virtual characters, the first virtual character is a virtual character controlled by the first terminal, and the second virtual character corresponds to the second terminal; A control module, configured to respond to a first trigger operation for a target character identifier in the game data panel, and display a communication panel through the graphical user interface, wherein the communication panel displays a first screen and a second screen, wherein the first screen and the second screen represent the target virtual character from a global perspective and a local perspective, respectively, and the target virtual character is a virtual character corresponding to the target character identifier; The processing module is used to send communication information to the target virtual character or send communication information for the target virtual character to the second virtual character in response to a communication trigger operation while maintaining the display of the first screen and the second screen.
10. An electronic device, characterized in that: The electronic device comprises: Processor; and The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the control method in the game as described in any one of claims 1 to 8 is executed.
11. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the control method in the game according to any one of claims 1-8.