Information processing method and device, electronic equipment and storage medium
By generating target props in battle royale games to trigger character form changes and achieve position teleportation, the problem of single character form is solved, the interactive experience and strategy of the game are improved, and resource utilization is optimized.
Patent Information
- Application Number
- CN202510906506.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-01
- Publication Date
- 2025-10-03
AI Technical Summary
The characters in battle royale games are monotonous and lack diverse strategic movement methods, resulting in monotonous and repetitive user operations and a boring gaming experience.
A graphical user interface is provided through the terminal device, which responds to the interaction between the virtual object and the target interactive object to generate target props, trigger the character's form change, and realize position transmission in a specific form, combining the design of form and function to enrich the game strategy.
It improves the player's interactive experience and game richness, adds tactical and strategic levels, optimizes the efficiency of device resource utilization, and avoids game imbalance caused by excessive use of the transmission function.
Smart Images

Figure CN120733357A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of games, and in particular to an information processing method, device, electronic device, and storage medium. Background Art
[0002] Battle Royale games primarily revolve around characters scavenging resources, fighting, and surviving within an ever-shrinking safe zone. In related technologies, players typically configure their weapons and character appearance outside of the game. Once they enter the game, this appearance cannot be changed, and weapons can only be acquired through pickup or purchase. The game also periodically shrinks the safe zone, ultimately requiring all players to battle it out in the smallest area, where the last survivor wins. This gameplay lacks differentiated experience and innovative elements. This results in repetitive and monotonous user interactions and a tedious gaming experience. Summary of the Invention
[0003] The purpose of the present disclosure is to provide an information processing method, device, electronic device and storage medium to solve the problem that characters in games have a single form and lack diversified strategic movement methods.
[0004] In a first aspect, the present disclosure provides an information processing method, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a game field of view screen, wherein the game field of view screen at least partially includes a game scene and a first virtual object corresponding to the terminal device; the game scene includes a target interactive object and a transmission object; the method includes: generating a first target prop in response to an interactive operation between the first virtual object and the target interactive object; adjusting the first virtual object from an initial form to a target form in response to an acquisition operation of the first virtual object on the first target prop, wherein the target form and the initial form have different visual display effects; when the first virtual object is in the target form, controlling the first virtual object to transmit its position in the game scene in response to an interactive operation between the first virtual object and the transmission object.
[0005] In a second aspect, the present disclosure provides an information processing device, including: a first generation module, configured to generate a first target prop in response to an interaction operation between a first virtual object and a target interactive object; a state adjustment module, configured to adjust the first virtual object from an initial form to a target form in response to an acquisition operation of the first virtual object on the first target prop, wherein the target form and the initial form have different visual display effects; a transmission control module, configured to control the first virtual object to transmit its position in a game scene in response to an interaction operation between the first virtual object and a transmission object when the first virtual object is in the target form.
[0006] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to perform the steps in any of the above-mentioned information processing methods.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the steps in any one of the above-mentioned information processing methods.
[0008] The present disclosure provides an information processing method, apparatus, electronic device, and storage medium that enable players to transform through interaction with a target interactive object, thereby unlocking special teleportation and movement abilities. This design not only enriches the visual representation of characters and enhances the interactive experience, but also adds a new layer of tactical strategy to the game, significantly increasing its richness and playability. Furthermore, by designing a mechanism that binds the teleportation function to a specific form, it effectively balances in-game displacement capabilities, avoiding an imbalance in the gaming experience caused by excessive use of the teleportation function. Instant state switching also reduces the need for long loading times for different models, optimizing device resource utilization.
[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0012] Figure 1 A flowchart of an information processing method provided in an embodiment of the present disclosure; Figure 2 A schematic diagram of a game interface for using melee weapons provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of a game interface displaying a teleportation object on a virtual map provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of a game interface for teleporting scene positions through a teleportation object provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of a game interface for using ranged weapons provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of generating a target game activity range provided by an embodiment of the present disclosure; Figure 7 A schematic diagram of the structure of an information processing device provided in an embodiment of the present disclosure; Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.
[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.
[0015] The information processing method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the information processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0016] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, 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.
[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0018] In this embodiment, an information processing method is provided. Figure 1 is a flowchart of an information processing method according to an embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps: Step S110, generating a first target prop in response to an interaction operation between the first virtual object and the target interactive object; Step S120, in response to the first virtual object acquiring the first target prop, adjusting the first virtual object from an initial form to a target form, wherein the target form has a different visual display effect than the initial form; Step S130 , when the first virtual object is in the target form, in response to an interaction operation between the first virtual object and the transmission object, controlling the first virtual object to transmit its position in the game scene.
[0019] Through the method provided in this embodiment, the character's form change is triggered through specific interactive operations during the game, and the character's position teleportation function is realized in a specific form. This combination of form and function not only enhances the player's interactive experience, allowing players to gain new gaming abilities through character form changes, but also increases the tactical and strategic nature of the game. Players need to reasonably plan the transformation of character forms and the use of teleportation functions, which enhances the richness of the game.
[0020] The above steps are described in detail below.
[0021] In step S110 , a first target prop is generated in response to an interaction operation between the first virtual object and the target interactive object.
[0022] When applied, a graphical user interface is provided through the terminal device, and the graphical user interface includes a game field of view screen, wherein the game field of view screen at least partially includes a game scene and a first virtual object corresponding to the terminal device; the game scene includes a target interactive object and a transmission object.
[0023] Specifically, a terminal device can be a computing device with display capabilities, such as a mobile phone, tablet computer, laptop computer, desktop computer, television, or smart wearable device. A graphical user interface (GUI) is a visual interface between a computer and a user, containing various visual elements such as buttons, menus, and icons, enabling users to intuitively interact with the system. As part of the GUI, the game view screen provides a visual representation of the game scene, allowing players to observe and participate in the game content.
[0024] The first virtual object can be a representation of the user's character in the game scene, and is a game character controlled by the user through a terminal device. It is usually controllable and can respond to user commands to perform actions such as movement and attack, and is the user's avatar in the game world.
[0025] In an alternative embodiment, the first virtual object can be a humanoid character with features such as appearance, attributes, and abilities. Players can control its behavior in the game scene through input devices (such as a touch screen, keyboard, mouse, game controller, etc.). In another alternative embodiment, the first virtual object can be a game character with unique attributes and appearance. The first virtual object can be designed as a character system with a base form and multiple variable forms, with different forms exhibiting different visual effects and game abilities. For example, the character's base form can be an ordinary human, while in a special form it may transform into a pixelated figurine or acquire special visual effects such as luminescence or translucency. These changes in appearance are often accompanied by changes in game mechanics, such as increased movement speed and the acquisition of special abilities.
[0026] It should be noted that the first virtual object may be just one of the above embodiments, or may be multiple of the above embodiments. For example, the first virtual object may be a humanoid character controllable by the player, possessing specific professional attributes, and capable of switching between different forms to obtain different abilities in the game.
[0027] The game scene can be a virtual three-dimensional or two-dimensional environment, which is the visual expression space of the game content. It usually has components such as terrain, buildings, and natural elements, providing the venue and background for game activities.
[0028] In an alternative embodiment, the game scene can be an environment that dynamically changes as the game progresses. For example, certain parts of the scene may change over time or as triggered by specific events. For example, in a survival game, a "safe zone" may gradually shrink as the game progresses, forcing players to move toward the center of the map and increasing the probability of encounters and engagements between players.
[0029] In an alternative embodiment, the game scene may include a variety of interactive elements that respond to player actions and produce game effects. For example, the scene may contain various resource points (e.g., minerals, supply boxes), mechanisms (e.g., portals, springboards), and obstacles (e.g., destructible walls, traversable windows).
[0030] The target interactive object may be a specific object in the game scene that can interact with the first virtual object, and generally has identifiability and interactive functions, and can respond to operations of the first virtual object and produce specific game effects.
[0031] In an optional embodiment, the target interactive object can be a resource point in the game scene, such as a mineral crystal, a treasure chest, a supply box, etc. Players can obtain game resources by interacting with these objects in a specific way. Figure 2 As shown, in a pixel-style tactical game, players can use melee weapons to attack the mineral structure in the scene, breaking it and releasing energy crystals or other valuable props.
[0032] In an alternative embodiment, the target interactive object can be a dynamic element with multiple states, such as being able to switch between an interactable state and a cooldown state. When in the interactable state, players can effectively interact with it; when in the cooldown state, interaction is temporarily unavailable or the interaction effect is different. For example, an energy core may enter a cooldown period after being activated, during which a countdown or special visual effects may be displayed, and it can only be activated again after the cooldown period ends.
[0033] In an optional embodiment, the target interactive object can be set with interaction conditions, so that only interactions that meet certain conditions will trigger the desired effect. For example, some interactive objects may only be effectively interacted with using specific types of weapons or tools, such as using mining tools to mine ore, using keys to open treasure chests, and using melee weapons to destroy special barriers.
[0034] It should be noted that the target interactive object can be just one of the above embodiments, or it can be multiple of the above embodiments. For example, the target interactive object can be a resource point that has both interactive and cooldown states, and can only be effectively interacted with by a specific type of weapon.
[0035] The interactive operation may be a game behavior performed by a user through a virtual object controlled by a terminal device toward a target interactive object.
[0036] In an optional embodiment, the interaction can be an attack operation based on weapon type, with different weapon types having different interaction effects. For example, if a player controls a first virtual object holding a melee weapon and approaches a target interactive object and clicks an attack button, the system recognizes this as a valid interaction, triggering the target interactive object to generate a response. However, if the player uses a ranged weapon such as a firearm to attack the target interactive object, the system recognizes this as an invalid interaction and may display a prompt to guide the correct interaction method.
[0037] In an optional embodiment, the interaction operation may include a contact distance detection mechanism, and the interaction can be triggered only when the distance between the first virtual object and the target interaction object is within a valid range.
[0038] like Figure 2 In one specific application, a player's first virtual object discovers a pixelated mining site (target interactive object) while exploring the game scene. When the player attacks the mining site and successfully destroys it, the system generates a glowing energy crystal (the first target item), and the mining site turns gray and displays a cooldown countdown.
[0039] In step S120 , in response to the first virtual object acquiring the first target prop, the first virtual object is adjusted from an initial form to a target form, wherein the target form has a different visual display effect from the initial form.
[0040] Specifically, when the first virtual object acquires the first target item through a specific method, the system automatically triggers a transformation mechanism, changing the character from its normal initial form to a target form with a unique appearance and abilities. The transformed character will display visual effects that are significantly different from the original form, providing more intuitive game feedback.
[0041] Specifically, the first target prop may refer to a special item in the game, which has a specific function or attribute, is generally obtainable and has use value, and can provide some benefit to the first virtual object or trigger a specific game mechanism.
[0042] In an optional embodiment, the first target prop can be a special item obtained by interacting with the target interactive object, such as energy crystals, magic gems, special potions, etc. These props usually have special visual effects (such as glowing, particle effects, etc.) for players to identify.
[0043] In an alternative embodiment, the first target item can be designed to have multiple types, each type providing a different effect or benefit. For example, a red crystal might provide an attack damage boost, a blue crystal might provide a movement speed bonus, a green crystal might restore health, and so on. These different types of items can be distinguished by visual elements such as color, shape, or special effects, allowing players to quickly identify them.
[0044] In an alternative embodiment, the first target item can be designed with an automatic acquisition mechanism. When the player character approaches the item within a certain distance, the item is automatically picked up and its effects are applied, without the player having to perform an additional pickup operation. For example, if the player character enters within 1.5 meters of the item, the item will automatically fly toward the character and be absorbed, triggering corresponding visual and audio feedback, and displaying the obtained buff information on the interface.
[0045] It should be noted that the first target item can be just one of the above embodiments, or can be multiple of the above embodiments. For example, the first target item can also be a special item obtained from an interactive object, with multiple types and different effects, and can be automatically picked up by the player.
[0046] The acquisition operation may refer to an interactive behavior in which the first virtual object obtains the first target item, which usually has a trigger condition and an execution effect, and can be completed through active operation by the player or automatic execution by the system.
[0047] In an alternative embodiment, the acquisition operation can be an automated action performed by the system after detecting the distance between the character and the item. For example, the system calculates the distance between the character and each pickable item in the scene in real time. When the distance falls below a preset threshold, the automatic pickup logic for the item is triggered, eliminating the need for the player to manually click or operate.
[0048] In an optional embodiment, the acquisition operation can trigger a series of chain reactions upon completion, including the disappearance of items, changes in character status, and updated interface prompts. For example, when a character successfully acquires an energy crystal, the crystal will disappear from the scene, the character may play a specific acquisition animation, and a prompt such as "Acquired XXX crystal, form transformation countdown begins" will be displayed at the top or side of the screen.
[0049] It should be noted that the acquisition operation can be only one of the above embodiments, or multiple embodiments at the same time. For example, the acquisition operation can be a picking behavior automatically triggered based on distance, and also trigger a series of chain reactions between the character and the interface.
[0050] The initial form may refer to the basic appearance and state of the first virtual object, which generally has default characteristics and basic capabilities and is the normal form of the first virtual object before it obtains any special benefits.
[0051] In an alternative embodiment, the initial form can be a standard-looking model of the character, a three-dimensional model with normal proportions and details. For example, in a tactical shooter game, the initial form of the character may be an image of a soldier wearing tactical gear and holding a weapon, with detailed facial features, equipment details, and natural animation.
[0052] In an alternative embodiment, the initial form may be associated with basic abilities and mechanics within the game. In this state, the character can only use basic abilities such as movement and attack, and cannot access advanced features that require a special form. For example, in the initial form, the character can only perform basic actions such as walking, running, jumping, and shooting, and cannot use special teleportation abilities or advanced tactical equipment.
[0053] The target form may refer to the changed state of the first virtual object after it obtains a special buff, usually having a special appearance and enhanced capabilities, forming a clear contrast with the initial form and a different gaming experience.
[0054] In an alternative embodiment, the target form can be a unique visual representation of the character, such as a pixelated stylized appearance. For example, when a character acquires a specific item, its model will transform from a high-precision 3D model to a blocky, pixelated figurine. All details and textures are converted to low-resolution pixel blocks, and the animation is simplified, creating a strong visual contrast.
[0055] In an alternative implementation, the target form can be tied to a special ability mechanic in the game, allowing certain advanced features or special items to be used only in this form. For example, a character could only use special mobility items like portals or teleport grenades after transforming into pixel form. This creates a logical connection between form and function, adding strategic depth to the game.
[0056] In an alternative embodiment, the target form can be designed to have a specific duration limit, automatically reverting to the original form after a certain period of time. For example, after acquiring an energy crystal, the character transforms into pixel form, but this state only lasts for 60 seconds, after which it automatically reverts to the original form. A countdown will be displayed on the interface to remind the player of the limited time of the special state.
[0057] It should be noted that the target form can be just one of the above embodiments, or multiple of the above embodiments. For example, the target form can be a pixel-style visual representation, bound to a special game ability, and have a limited duration.
[0058] In one specific application, when the player character approaches a glowing energy crystal (the first target item) previously obtained by destroying a mining site, the system detects that the character is less than 1.5 meters away from the crystal, automatically triggering the pickup mechanism. The crystal flies toward the character and disappears, while a prompt appears at the top of the screen: "Gaining pixelated energy, transformation lasts 60 seconds." The character's appearance instantly changes from a detailed 3D model to a pixelated figure made of stacked blocks (from its initial form to its target form). All movements and effects adopt a pixelated style, and a 60-second countdown timer appears in the upper right corner of the interface. After the transformation, the "Teleport Skill" button, which was previously grayed out and unavailable in the interface, turns colored, indicating that the function has been unlocked and enabled.
[0059] In step S130 , when the first virtual object is in the target form, in response to an interaction operation between the first virtual object and the transmission object, the first virtual object is controlled to transmit its position in the game scene.
[0060] Specifically, after the first virtual object has transformed into its target form by acquiring the first target item, it gains access to the teleportation system. In this state, the first virtual object can interact with teleportation objects in the game scene, triggering the location teleportation function, allowing the character to quickly move to other locations in the game scene, providing tactical mobility.
[0061] Specifically, the transmission object can be a special object used to realize the rapid change of the character's position in the game scene, usually has a clear transmission function and usage rules, and can move the first virtual object from one position to another.
[0062] In an optional embodiment, the transport object can be a fixed transport facility in the game scene, such as a transport gate, a transport array, etc. These facilities usually have obvious visual signs (such as light effects, special structures, etc.). Figure 3 As shown, there may be pairs of portals distributed at different locations on the game map, which are connected to each other. When a player enters a portal, he will be teleported to the location of another portal paired with it.
[0063] In an alternative embodiment, the teleportation object can be a consumable teleportation item, such as a teleportation grenade or a teleportation scroll. Players need to obtain these items first and then use them when needed. For example, a player can obtain a teleportation grenade through a specific method and throw it to a target location, which will then teleport the player to the location where the grenade landed, achieving rapid movement.
[0064] In an alternative embodiment, teleportation objects can be designed with usage restrictions, allowing interaction only in a specific state (e.g., target form). For example, a portal in a game might appear semi-transparent and uninterpretable to a normal player. Only when the player transforms into a specific form (e.g., pixel form) does the portal become physically interactable, allowing the player to use its teleportation function.
[0065] It should be noted that the teleportation object can be just one of the above embodiments, or it can be multiple of the above embodiments at the same time. For example, the teleportation object can include both a fixed teleportation portal on the map and a teleportation grenade available to the player, and both have the same form restrictions.
[0066] Interactions may refer to interactive behaviors between a first virtual object and objects in the game environment, which typically involve operation inputs and response results and are the primary way for players to influence the game world.
[0067] In an optional embodiment, interactive operations can be implemented through clicks, swipes, long presses, and / or other operations. For example, a player can trigger an interaction by clicking a mouse or tapping a specific object on the screen, dragging a finger across the screen, or activating additional functionality by long pressing an interface element. For example, if a player clicks a portal in the game scene, the character will walk towards the portal and initiate the teleportation process.
[0068] In an optional embodiment, the interactive operation may be an automatic behavior based on proximity triggering, which is automatically executed when the distance between the character and the interactive object reaches a specific condition.
[0069] Teleportation refers to the instantaneous change of a virtual object's position in a game scene. It typically has a starting point and an end point, allowing the virtual object to move quickly, skipping the time and path required for conventional movement.
[0070] In an alternative embodiment, location teleportation can be directional teleportation from one teleportation point to another associated teleportation point. For example, there may be a pair of portals A and B on a map. When a player uses portal A, they will be teleported to the location of portal B, and vice versa, forming a fixed two-way teleportation channel.
[0071] In an optional embodiment, location teleportation can be based on a player-selected target location. For example, a player can use a grenade or other item, select the direction and force of the throw, and the grenade's landing point will become the target location for teleportation. The player character will be teleported to that location after a period of time, enabling more flexible location selection.
[0072] like Figure 2 、 3 As shown in Figure 4, in a specific application of this embodiment, a player controls the first virtual object in the game through a mobile device to explore a game scene that blends pixel art with modern 3D. After discovering a shimmering blue ore (target interactive object), the player attacks it (interactive operation) to generate a glowing energy crystal (the first target prop). When the character approaches the crystal within 1.5 meters, the crystal automatically flies toward the character and disappears. At the same time, the character's model immediately transforms into a blocky pixel figure (target form). In this form, when the pixel figure character approaches a portal, a 5-second teleportation countdown is activated. After the countdown ends, the character is teleported to the matching portal location on the other side of the map, quickly crossing the distance of half the map, allowing the player to quickly reach a new strategic position to participate in the battle.
[0073] In an information processing method provided in an embodiment of the present application, replacing an initial display model corresponding to an initial form of a first virtual object with a target style model corresponding to a target form includes: Step S210 : replacing the initial display model of the first virtual object corresponding to the initial form with the target style model corresponding to the target form.
[0074] Specifically, after the first virtual object acquires the first target prop, the system automatically performs a model replacement operation, transforming the first virtual object from its initial form to its target form. This transformation is achieved by replacing the initial display model with the target style model, resulting in a noticeable visual change for the first virtual object.
[0075] The initial display model may be the default appearance model of the first virtual object in the game, which generally has visual features consistent with the overall style of the game and is the basic presentation method of the player's corresponding virtual image in the game.
[0076] In an optional embodiment, the initial display model may be a three-dimensional high-precision model with richly detailed textures and a complex skeletal animation system.
[0077] In an alternative embodiment, the initial display model can be a character model with a specific artistic style, such as cartoon or realistic, with corresponding animation effects and textures. In an alternative embodiment, the initial display model can be adjusted based on the player's customization settings, including but not limited to clothing, hairstyle, facial features, and other elements. For example, a player can use the in-game character editor to change the appearance of their character, selecting different clothing sets, hairstyle styles, or facial features, thus personalizing the initial display model.
[0078] The target style model may be a virtual object model with a specific visual style, which generally has visual features that are significantly different from the initial display model, and is used to indicate that the first virtual object has acquired a specific ability or entered a special state.
[0079] In an alternative embodiment, the target style model can be a pixel-style model with a blocky structure and low-resolution textures, creating a retro gaming visual experience. For example, after the player's character obtains the first target item, the previously detailed character model is transformed into a small figure made of pixel blocks, and the movements are correspondingly simplified to more mechanical and jumpy animations, creating the visual experience of a classic pixel game.
[0080] In an alternative embodiment, the target style model can be a specific form relevant to the game's worldview, with unique design and animation effects. For example, in a sci-fi game, after acquiring an energy crystal, a character might transform into a futuristic, mechanically enhanced form, with body parts covered in technological armor, movements more fluid and precise, and a distinct visual image.
[0081] The replacement operation may be a process of replacing one model resource with another model resource, which generally has an immediate and visually obvious change and is used to achieve the transformation of the first virtual object's form.
[0082] In an alternative implementation, the replacement operation can be achieved by directly switching model resources, that is, unloading the initial display model from memory and loading the target style model. For example, when the player's character obtains the first target prop, the game engine will immediately release the currently used standard character model resource and call the corresponding pixel style model resource from the pre-loaded resource pool, applying it to the character entity, allowing the player to see the instant change in the character's appearance.
[0083] In an alternative embodiment, the replacement operation can be implemented through a model mapping system that pre-establishes the correspondence between the initial display model and the target style model. For example, the game system maintains a model mapping database that records the relationship between each character's standard model ID and its corresponding various special form model IDs. When a replacement is required, the system queries this database to obtain the correct target style model resource path, then performs the loading and application operation.
[0084] In one specific application, the first virtual object in the game was originally a realistic 3D human character with detailed facial features and a smooth movement system. When this character attacked a mining site and acquired the first target item (an energy crystal), the system immediately triggered a model replacement mechanism. This pixel-style model retained the original character's basic features and color scheme, but with a distinct blocky structure and simplified animation. This visually significant change intuitively communicated to the player that the character had entered a special state.
[0085] In an information processing method provided in an embodiment of the present application, the step of replacing an initial display model of a first virtual object with a target style model corresponding to a target form includes: Step S310, obtaining identification information of a first virtual object; Step S320, determining a target style model from a plurality of preset style models according to the correspondence between the identification information and the style model; Step S330 , controlling the recording of the target style model.
[0086] The method provided in this embodiment enables the system to accurately match the corresponding style model based on the identification information of a specific virtual object, thereby achieving a smooth transition from the virtual object's initial form to the target form, enhancing the interactive experience. Furthermore, the design of pre-setting multiple style models increases the diversity of character transformations in the game, enhancing the richness of the game. Furthermore, by establishing a correspondence between identification information and style models, the technical problem of dynamic replacement of virtual object models in the computer field is solved, enabling the system to efficiently and accurately perform model loading and replacement operations.
[0087] The above scheme is described in detail below.
[0088] In step S310 , identification information of the first virtual object is obtained.
[0089] Specifically, the system obtains unique identification information of the first virtual object through the terminal device, so as to subsequently determine the corresponding target style model according to the identification information.
[0090] The identification information of the first virtual object may be an information code for uniquely identifying the first virtual object, and generally has the function of uniquely identifying a specific virtual object in a game system.
[0091] In an optional embodiment, the identification information of the first virtual object may include an ID number of the virtual object. The ID number is a unique number or letter combination assigned by the system to each virtual object. For example, the system may assign a unique ID number such as "CHAR_001" or "CHAR_002" to each character in the game. When the first virtual object controlled by the player needs to transform, the system first reads the virtual object's ID number "CHAR_001" as identification information.
[0092] In an optional embodiment, the identification information of the first virtual object may include type information of the virtual object, such as the character's occupation type, race type, or characteristic type.
[0093] In an optional embodiment, the identification information of the first virtual object may also include the virtual object's appearance information, such as the currently equipped skin, clothing color, or accessories. For example, when a player's virtual object is equipped with a special legendary skin, the system will include this skin information as part of the identification information so that the pixel model after transformation can retain the characteristics or color theme of the original skin, maintaining visual consistency.
[0094] In step S320 , a target style model is determined from a plurality of preset style models according to the correspondence between the identification information and the style model.
[0095] Specifically, the system uses the acquired identification information of the first virtual object to search for a matching target style model in a pre-established mapping relationship between identification information and style models.
[0096] The corresponding relationship of the style model may be a pre-established data mapping table, which is used to map the identification information of the virtual object to a specific style model, and generally has the function of quickly searching and matching the corresponding style model.
[0097] In an optional embodiment, the style model correspondence can be a direct mapping relationship, that is, a virtual object ID directly corresponds to a specific style model. For example, the system can establish a mapping table in the database, where "CHAR_001" corresponds to "PIXEL_MODEL_001" and "CHAR_002" corresponds to "PIXEL_MODEL_002". When the system obtains the virtual object ID, it directly looks up the table to obtain the corresponding pixel style model number.
[0098] In an alternative embodiment, the style model mapping relationship can be a rule-based mapping relationship. The system uses a series of preset rules based on the various attributes of the virtual object to determine the most suitable style model. For example, the system may set a rule: a character with the profession "Warrior" corresponds to the style model library numbered 100-199, and a character with the profession "Mage" corresponds to the style model library numbered 200-299. The system can then further narrow the scope based on other attributes such as gender and equipment to finally determine the specific target style model.
[0099] In an optional embodiment, the style model mapping can also include a priority mechanism. When a virtual object has multiple unique identifiers, the system determines which identifier to use for matching based on a preset priority. For example, a custom skin has a higher priority than a standard character ID. When a character is detected to have a custom skin, the system will prioritize searching for the unique pixel style model corresponding to that custom skin, rather than using the standard pixel model for matching with a standard ID.
[0100] In one specific application, after obtaining the player character's identification information, the system queries the style model database and finds the character's ID "HERO_042." It then determines the target style model corresponding to "HERO_042" from among hundreds of preset style models. This determination process is completed instantly in the game's backend, and the player only sees the final transformation effect.
[0101] In step S330 , the control records the target style model.
[0102] Specifically, after determining the target style model, the system controls the game client to load the model resource and replace the original initial display model.
[0103] Loading the target style model can be a process of reading a determined style model resource file from a storage system into memory and applying it to the game character, which generally has the function of achieving a visual effect conversion of the virtual object.
[0104] In an alternative implementation, loading the target style model can be achieved through resource preloading. The system preloads all possible style model resources into memory at the start of the game. When a model needs to be replaced, the preloaded resources are directly called from memory. For example, to improve the smoothness of the transformation process, the system might preload all possible pixel style models at the start of the game. When the player obtains a transformation item, the system can immediately call the corresponding model from memory, achieving instant transformation without additional loading time.
[0105] In an alternative embodiment, loading the target style model can be achieved through real-time loading. The system requests and loads the target style model from a local resource pack or cloud server only when it determines that a transformation is needed. For example, when game memory resources are limited, the system might choose to read the corresponding pixel style model resource from the local resource pack at the moment the player obtains the transformation item. Once loaded, it is immediately applied to the character to achieve the transformation effect.
[0106] In one specific application, when the player character obtains the crystal (the first target item) and triggers the transformation mechanic, the system immediately calls upon the previously determined "PIXEL_042_STAR" model resource. Because the game utilizes a resource preloading strategy, the model already exists in memory, eliminating the need for additional loading time. The system then plays a brief transformation animation: the originally normal-sized character model begins to glow, then disintegrates into countless glowing pixels. These pixels then reassemble into a short, blocky, pixelated character, retaining the blue starry sky theme and characteristic ornamentation of the original "Star Guardian" skin.
[0107] In an information processing method provided in an embodiment of the present application, generating a first target prop in response to an interaction operation between a first virtual object and a target interactive object includes: Step S410, detecting whether the first virtual object interacts with the target interactive object using the target interaction mode; Step S420: When it is detected that the first virtual object interacts with the target interactive object using the target interaction mode, a first target prop is generated; Step S430: When it is detected that the first virtual object does not interact with the target interactive object using the target interactive mode, a restriction prompt message is displayed through the graphical user interface and / or the first virtual object is controlled to prohibit responding to the target interactive object.
[0108] The method provided in this embodiment effectively increases the diversity and rationality of interaction methods by detecting whether a virtual object uses a target interaction method to interact with a target interaction object, and generates target props or displays restriction prompt information accordingly, thereby improving the player's interaction experience in the game. At the same time, it increases the strategy and challenge of the game, enriches the game content, thereby improving the player's gaming experience and participation, and effectively solves the technical problem of single interaction and lack of strategy in computer games.
[0109] The above scheme is described in detail below.
[0110] In step S410, specifically, in the game scene, the system needs to detect whether the first virtual object controlled by the player uses a preset specific interaction method (ie, target interaction method) to interact with the target interaction object in the game scene.
[0111] The target interaction method can be a specific operation method for interacting with the target interactive object. This typically serves to limit player interaction behavior and increase game strategy. The target interaction method can take various forms, including melee attacks, specific skill operations, and the use of specific items. The system will identify and determine the player's current interaction method. This interaction can be achieved through clicks, swipes, long presses, and / or other operations. For example, a player can click an attack button on the screen to cause the first virtual object to perform a melee attack and interact with the target interactive object.
[0112] In an optional embodiment, the target interaction mode can be a melee attack operation, and the system will detect whether the player is currently using a melee weapon to attack the target interaction object. Figure 2 As shown, when a player is equipped with melee weapons such as axes, pickaxes, swords, etc., and uses these weapons to attack target interactive objects, the system will recognize this interaction method as a target interaction method.
[0113] In an alternative embodiment, the target interaction method can be a specific skill operation. The system will detect whether the player uses the specific skill to interact with the target interactive object. For example, if the player uses a special skill with the "mining," "collecting," or "destruction" attribute to operate the target interactive object, the system will identify it as a target interaction method. In an alternative embodiment, the target interaction method can also be the use of a specific interactive prop. The system will detect whether the player uses the specified interactive prop to interact with the target interactive object. For example, if the player uses a specific prop such as a "miner's toolkit" or "element extractor" to operate the target interactive object, the system will identify it as a target interaction method.
[0114] It should be noted that the target interaction method can be just one of the above-mentioned embodiments, or it can be multiple. For example, in some game designs, the target interaction method may be limited to melee attack operations; while in other designs, the target interaction method can include melee attack operations, specific skill operations, and the use of specific interactive props. As long as the player uses any of these methods to interact with the target interactive object, the system will recognize that the target interaction method has been used.
[0115] In one specific application, the game scene features multiple pixelated mining sites as target interaction objects, allowing players to interact with them in various ways. The system detects the player's interaction method in real time. If a player attempts to attack a mining site with a ranged weapon like a gun, the system will identify it as a non-targeted interaction method. However, if the player switches to a melee tool like a pickaxe and uses the attack button to mine the site, the system will identify it as a targeted interaction method. This detection mechanism increases the strategic nature of the game, guiding players to choose the appropriate interaction tool based on the specific situation.
[0116] In step S420, specifically, when the system detects that the player has used a target interaction method that meets the requirements to interact with the target interaction object, it will trigger a corresponding reward mechanism and generate a first target prop in the game scene as a result of the interaction.
[0117] The first target item can be a game item generated after a successful interaction. It typically provides a specific game effect or ability enhancement. The first target item can take various forms, such as energy crystals, boost items, and special ability items. The system generates these items at or near the target interaction object according to preset rules.
[0118] In an alternative embodiment, the first target item can be a buff crystal. After a player successfully interacts with a target object using a targeted interaction method, the system generates a crystal item with a specific buff effect at or near the target object's location. These crystal items can provide temporary power-ups, such as increased movement speed, increased attack power, and increased defense. In an alternative embodiment, the first target item can be a form-shifting item. After a player successfully interacts with a target object using a targeted interaction method, the system generates a special item that can change the appearance or abilities of a virtual object. These items can trigger visual or ability changes in a character, adding a new dimension to the gaming experience. For example, after a player successfully interacts with an energy core (the target object) using a specific skill, the system generates a "Pixel Converter" item. Once the player obtains this item, the character's appearance transforms from a standard 3D model to a pixel-style model, granting them special abilities.
[0119] like Figure 2As shown in the example, in one specific application, after a player successfully mines a pixelated mining site in the game scene with a pickaxe, the system triggers a reward mechanism, generating a glittering pixelated crystal (the first target item) at the mining site. This crystal, with its distinctive pixelated appearance, hovers in mid-air and emits a faint glow, signaling to the player that this is an important item to be obtained. The type and effect of the crystal are randomly determined based on the current game progress and the mining site type. It could be a transformation crystal that grants the character transformation abilities, or an ability crystal that provides other buffs, adding to the game's exploration and strategic depth.
[0120] In step S430, specifically, when the system detects that the player attempts to interact with the target interactive object using a non-target interactive method, it will trigger the corresponding restriction mechanism, guiding the player to use the correct interactive method through interface prompts or directly blocking the interactive behavior.
[0121] Restriction prompts can be interface elements that prompt players to use correct interaction methods. They typically serve to guide player behavior and convey game rules. Restriction prompts can take various forms, including text, icon changes, and animation effects. The system displays these prompts when it detects incorrect interaction attempts.
[0122] In an optional implementation, the restriction prompt can be a text prompt box. When a player attempts to interact with a target object using a non-targeted interaction method, a dialog box with prompt text will pop up on the screen, clearly informing the player of the correct interaction method. This type of prompt box typically contains concise and clear guidance to help players understand the rules of the game. For example, when a player attempts to shoot a mine with a firearm, a prompt box will pop up on the screen stating "This object can only be interacted with using melee tools. Please switch to melee weapons such as a pickaxe or axe," guiding the player to switch to the correct interaction tool.
[0123] In an optional embodiment, the restriction prompt information can be visual feedback. When the player attempts to use a non-target interaction method, the system will convey the restriction information by changing the visual effects of the interface elements.
[0124] For example, Figure 5 As shown in the figure, when the player aims a gun at a mine, the crosshair on the screen automatically changes to a red "X" shape, and a red flashing effect appears around the mine, intuitively indicating that the current interaction method is incorrect.
[0125] It should be noted that the restriction prompt information can be just one of the above implementations, or it can be a combination of multiple implementations. For example, the game can use only a text prompt box to convey restriction information; or it can combine text prompts, visual feedback, sound vibrations, and other methods to create a richer and clearer user experience and ensure that players can clearly understand the game rules and requirements.
[0126] In one specific application, when a player attempts to shoot a flashing pixelated mineral point (a target interaction object) while controlling a character holding a firearm in the game, the system immediately detects this as a non-target interaction. The on-screen crosshair automatically transforms into a red "X," and a pixelated prompt pops up in the center of the screen, stating, "The mineral point can only be mined with melee tools! Please switch to a pickaxe or axe." Simultaneously, the game emits a gentle warning sound and triggers a slight vibration on the phone, reminding the player to switch to the correct interaction tool. This multi-layered feedback mechanism ensures clear communication of game rules while maintaining a smooth gaming experience.
[0127] In an information processing method provided in an embodiment of the present application, in response to a first virtual object acquiring a first target prop, the method includes: Step S510, detecting the distance between the first virtual object and the first target prop; Step S520: When the distance is less than a preset threshold, the acquisition operation is automatically performed.
[0128] The method provided in this embodiment enables the automatic completion of item acquisition operations during the game process without the need for players to manually click or interact close together, thereby improving the interactive experience and simplifying the game operation process. At the same time, by automatically executing the acquisition operation mechanism, players can focus more on game strategies and combat links, reducing the burden of unnecessary manual operations, improving the richness of the game, and solving the computer field problem of cumbersome item pickup operations in traditional games.
[0129] The above scheme is described in detail below.
[0130] In step S510 , specifically, the game system obtains real-time distance data between the first virtual object and the first target prop by calculating the coordinate difference between the two.
[0131] In step S520, specifically, after detecting that the distance between the first virtual object and the first target item is less than a set threshold, the game system automatically triggers the item picking action without the need for manual operation by the player.
[0132] The preset threshold value may be a distance judgment standard predefined by the game system, and generally has the function of determining the triggering condition for automatic pickup.
[0133] In an optional embodiment, the preset threshold can be a fixed numerical parameter, such as 1.5 meters or 2 meters, which is used to uniformly determine the automatic pickup conditions of all props. For example, the game developer may set the system's default prop pickup sensing distance to 1.5 meters, which means that when the distance between the character and any pickable prop is less than 1.5 meters, the system will automatically perform the pickup operation, ensuring that the player can pick up the prop at any time. In an optional embodiment, the preset threshold may be a distance parameter that is dynamically adjusted based on the type of prop, and different types of props have different pickup sensing ranges.
[0134] In an alternative embodiment, the preset threshold can be a variable parameter that takes into account game difficulty or character characteristics, and can be adjusted depending on the game mode or character state. For example, in easy difficulty mode, the system might set a higher pickup threshold of 2 meters to make items easier for players to acquire; in hard mode, it might be lowered to 1 meter to increase the game challenge. Similarly, when a character is in a specific buff state, such as "magnetic attraction," the pickup threshold might be temporarily increased to 3 meters, significantly increasing the item sensing range.
[0135] It should be noted that the preset threshold may be just one of the above embodiments, or may be multiple of the above embodiments. For example, the preset threshold may be a base value set for a specific item type, dynamically adjusted based on game difficulty, or temporarily changed based on the character's current state.
[0136] The acquisition operation can be a character's action of picking up an item in the game, which usually has the effect of transferring the item in the scene to the character's inventory or taking effect immediately.
[0137] In an optional embodiment, the acquisition operation can be an interactive behavior achieved through a click interaction, a slide operation, a long press operation, and / or other operations. For example, a player can manually pick up an item by clicking on the item icon on the screen; under the automatic pickup mechanism, when the distance between the character and the item meets the conditions, the system automatically simulates a click operation, and the item can be acquired without the player manually clicking.
[0138] In an optional implementation, the acquisition action can be a direct trigger for the instant use of the item's effects, combining the process of picking up and using the item into a single step. For example, when a character approaches a transformation crystal and meets the automatic pickup conditions, the system not only performs the crystal acquisition action but also immediately triggers the character's transformation effect, converting the normal form into a pixelated figurine form, activating the corresponding ability bonuses and visual effects, allowing the player to experience the item's effects without any additional user interaction.
[0139] In an alternative embodiment, the acquisition operation can also be a click to pick up the first target item, for example, by directly clicking the item model or by clicking a pop-up pick-up button in the interface. After picking up, the item is placed in the character's backpack system and is not automatically used. Instead, the use of the first target item is controlled when the player's use operation is detected.
[0140] It should be noted that the acquisition operation can be just one of the above embodiments, or it can be a combination of multiple embodiments. For example, the acquisition operation can include a visual animation of the item being attached to the character, accompanied by a clear interface prompt, and can also directly trigger the item's immediate effect, forming a complete automatic pickup experience. Alternatively, the pickup and use operations can be performed independently.
[0141] In an information processing method provided in an embodiment of the present application, a teleportation object includes a first teleportation point located in a game scene and a second teleportation point corresponding to the first teleportation point. In response to an interaction between a first virtual object and the teleportation object, controlling the first virtual object to teleport within the game scene includes: Step S610, detecting the distance between the first virtual object and the first transmission point; Step S620, when the distance is less than the first distance threshold, start the transmission countdown; Step S630 : In response to the countdown satisfying a preset condition, controlling the first virtual object to be transmitted to a second transmission point.
[0142] The method provided in this embodiment allows users to quickly teleport to a virtual object by interacting with a teleportation point when the virtual object is in the target form, thereby improving the movement efficiency and tactical flexibility in the game, enhancing the tactical depth and strategy of the game, and at the same time providing a more balanced gaming experience by setting a distance detection and countdown mechanism, solving the computer field problem of the low efficiency of conventional movement methods in games.
[0143] The above scheme is described in detail below.
[0144] The teleportation objects in the scene are paired teleportation points, for example, the teleportation device of a door model. In an optional embodiment, the first teleportation point and the second teleportation point can teleport to each other, that is, the player can teleport from the first teleportation point to the second teleportation point, or from the second teleportation point to the first teleportation point.
[0145] In an optional example, the game scene includes multiple groups of teleportation points, which are scattered at different locations in the game scene. Players can transfer in the game field through different teleportation points.
[0146] In an optional embodiment, when there are multiple groups of teleportation points in the scene, when the player triggers the teleportation operation at one of the teleportation points, the player can select the target teleportation point to be teleported to from multiple other teleportation points, that is, the player can actively select the location to be teleported.
[0147] In an optional embodiment, when there are multiple groups of teleportation points in the scene, when the player triggers the teleportation operation at one of the teleportation points, he can only be teleported to the target teleportation point that has a corresponding relationship with the starting teleportation point where the current player is located according to a pre-set correspondence.
[0148] In step S610, specifically, the system calculates the spatial distance between the first virtual object and the first transmission point in real time, and uses the distance as a basis for determining whether the transmission mechanism can be triggered.
[0149] The distance may be a straight-line distance between the first virtual object and the first transmission point, which is generally used to determine whether the first virtual object enters the interaction range of the transmission point.
[0150] In an optional embodiment, the distance may be calculated based on the distance between the position coordinates of the first virtual object and the position coordinates of the first transmission point.
[0151] In an alternative embodiment, the distance can be determined based on the degree of overlap between the collision volume of the first virtual object and the trigger area of the first teleportation point. For example, the first teleportation point can be set with a spherical or cylindrical trigger area. When the collision volume of the first virtual object overlaps or intersects with the trigger area, the system determines that the distance between the two has reached a suitable level for interaction.
[0152] For example, Figure 4 As shown, in the game, the first teleportation point can be represented by a glowing portal with a blue halo of 5 meters in radius around it as a visual prompt. When the pixel-style character controlled by the player steps into this halo area, the character's collision body overlaps with the trigger area of the portal, and the system immediately recognizes that the player has entered the teleportation range.
[0153] In an optional embodiment, the first distance threshold can be dynamically adjusted according to the balance and playability of the game. For example, at different stages of the game, the first distance threshold can have different set values to adapt to the rhythm and difficulty changes of the game. In the early stages of the game, a larger distance threshold can be set to make it easier for players to trigger the teleportation; while in the later stages of the game, the distance threshold can be reduced to increase the difficulty of triggering the teleportation. For example, in the opening stage of the game, the trigger range of the portal can be set to 7 meters, and the player only needs to approach the portal roughly to trigger the interaction. In the final round of the game, the trigger range of the portal may be reduced to 3 meters, requiring the player to get closer to the portal more accurately to activate the teleportation mechanism, which increases the technical threshold for using the teleportation function in a high-pressure confrontation environment.
[0154] It should be noted that the distance can be just one of the above embodiments, or it can be multiple of the above embodiments. For example, the system can use both Euclidean distance calculation and collision body overlap detection to determine the distance between the first virtual object and the first teleportation point. Only when both methods meet the conditions, will the player be determined to trigger the teleportation mechanism.
[0155] In step S620, specifically, when the system detects that the distance between the first virtual object and the first transmission point is less than a preset first distance threshold, a transmission countdown is automatically started to provide the player with time to decide whether to confirm the transmission.
[0156] The teleport countdown can be a countdown timer displayed in the game interface. It usually provides players with an opportunity to cancel the teleport to avoid accidental teleportation. For example, by clicking, the player can confirm or cancel the ongoing teleport countdown.
[0157] In an alternative embodiment, the teleportation countdown can be displayed numerically in the center or corner of the game interface, clearly informing the player of the remaining countdown time. For example, the countdown could start at 5 seconds and decrease by 1 every second until the countdown ends. During the countdown, the system may play special visual or sound effects to indicate to the player that the teleportation is about to occur.
[0158] In an optional embodiment, during the countdown, the player can cancel the teleportation process by leaving the teleportation point's trigger range. For example, if the player controls the first virtual object to leave the interactive range of the first teleportation point before the countdown ends (even if the distance is greater than the first distance threshold again), the system will immediately interrupt the countdown and cancel the teleportation preparation state. This provides players with an opportunity to cancel their decision and increases operational flexibility. In one specific application, when the pixelated character enters the 5-meter trigger range of the east teleportation portal, a countdown of "5" will immediately appear in the center of the game interface, and the portal will begin to emit a pulsating blue light, indicating that teleportation preparation is in progress. During the countdown, the player can continue to control the character's movement; if the character moves out of the trigger range, the countdown will immediately end.
[0159] In step S630, specifically, when the teleportation countdown satisfies a preset condition (e.g., the player has not canceled the teleportation), the system immediately executes the teleportation operation, moving the first virtual object from the first teleportation point to the corresponding second teleportation point. The preset condition may be a target state for determining when the countdown has reached. For example, the preset condition may be that the countdown has completely concluded, or has reached a target duration or time point, determining that the preset condition has been met. For example, when the countdown reaches 2 seconds, the preset condition is determined to have been met.
[0160] In the case where the player moves away from the first teleportation point and the countdown can be stopped or recalculated, when the countdown meets the preset conditions, the player is indirectly required to maintain a specific position or position range to control the countdown to continue.
[0161] In an exemplary application of this embodiment, a player-controlled pixelated character discovers a pair of portals while exploring the game map. These portals are located on the east and west sides of the map, and the player decides to use the teleportation system to quickly traverse the map. When the player's character approaches the east portal, approximately four meters away, the system detects that the character has entered the teleportation trigger range and immediately displays a five-second countdown in the center of the screen. The player decides to teleport and remains within the trigger range. As the countdown ends, the character is successfully teleported to the corresponding portal location on the west side of the map. The entire process is quick and smooth, greatly improving the player's mobility on the map.
[0162] In an information processing method provided in one embodiment of the present application, the method further includes: Step S710, generating a second target prop in response to an interaction operation between the first virtual object and the target interactive object; Step S720, when the first virtual object is in the target form, activating the second target prop; Step S730 : When the second target prop is in an activated state, in response to a triggering operation on the second target prop, controlling the first virtual object to transfer its position in the game scene.
[0163] The method provided in this embodiment enables the system to provide players with richer game content and interactive experiences. By associating the activation state of the secondary target item with the target form of the first virtual object, the connection between the character's form change and the item's function in the game is strengthened, providing players with additional abilities after the form change, enriching the depth and strategy of the game. Furthermore, the position teleportation function achieved through the secondary target item provides additional movement methods, enhancing the player's mobility and tactical options in the game scene, thereby significantly improving the interactive experience and the richness of the game content.
[0164] The above scheme is described in detail below.
[0165] In step S710, specifically, when the first virtual object interacts with the target interactive object, the system responds to this operation and generates a second target prop. The second target prop and the first target prop are both products of the interaction result, and can also be the result of different batches of interaction operations.
[0166] The target interactive object can be an entity in the game scene that provides an opportunity for interaction. It typically provides game resources or triggers specific game mechanics. In an optional embodiment, the target interactive object can be a resource node in the game scene, such as a mining site. The player controls the first virtual object to perform a melee attack on the resource node, thereby triggering the resource collection mechanism. For example, the player controls the first virtual object to attack the mining site with a pickaxe. After a certain number of attacks, the mining site is destroyed and various props, including the second target prop, are generated.
[0167] In an alternative embodiment, the target interactive object can be a treasure chest or reward container in the game scene. The player controls the first virtual object to interact with the treasure chest to obtain random props. For example, the player controls the character to walk to the treasure chest and click the interaction button to trigger the treasure chest opening animation. After the treasure chest is opened, the first target prop and the second target prop are ejected simultaneously. These props will float around the player character for a few seconds waiting to be picked up.
[0168] In an alternative embodiment, the target interaction object can be a special NPC (non-player character) in the game scene. Players can earn rewards by talking to it or completing tasks assigned by it. For example, the player controls the first virtual object to talk to the scientist NPC in the game, selects the "Accept Task" option, and completes a series of collection actions. When the player interacts with the NPC again, the NPC will reward the player with the first and second target items as a reward for completing the task.
[0169] It should be noted that the target interaction object can be just one of the above embodiments, or it can be multiple. For example, a game scene may contain multiple target interaction objects such as mines, treasure chests, and special NPCs, and the player can choose to interact with any of them; or the game design may only include mines as a target interaction object.
[0170] The second target item can be a virtual item with a specific function in the game. It usually provides the player with additional abilities or triggers special effects. For example, the player can select the second target item by clicking it.
[0171] In an alternative embodiment, the second target item can be a special item with a teleportation function, such as a teleport grenade, which the player can throw to the target location to trigger the teleportation effect. For example, the player selects the teleport grenade item from the backpack, clicks the use button to enter the throwing state, and clicks again to confirm the throwing direction and distance. The grenade will fly along a parabolic trajectory to the target location.
[0172] In an alternative embodiment, the second target item can be a teleportation card, which, upon use, instantly transports the player to a specified or random location. For example, the player selects the teleportation card from the item bar in the game interface and clicks "Use." A map interface pops up. The player selects a target location on the map and clicks "Confirm." The character will then immediately disappear and reappear at the selected location.
[0173] In an alternative embodiment, the second target item can be a item that creates a temporary portal, establishing a two-way teleportation channel between the current location and a specified location. For example, a player can use the portal generator item to place a portal entrance at the current location, then select another location on the map to place the exit. The two portals are then connected, allowing the player and teammates to travel freely between them for a limited period of time.
[0174] It should be noted that the second target item can be just one of the above embodiments, or it can be multiple. For example, a game may have multiple second target items, such as a teleport grenade, an instant teleport card, and a portal generator, for players to choose from; or the game design may only include a single second target item, the teleport grenade.
[0175] In step S720, specifically, when the first virtual object changes from the initial form to the target form, the system activates the second target prop that the player has acquired but not yet activated, so that its available state changes.
[0176] In a specific application, when the character completes the transformation, the icon of the teleportation grenade (second target prop) previously obtained in the player's backpack but in a gray and unusable state turns into color, indicating that the prop has been activated and can be used, or the control for using the second target prop has changed from a non-interactive state to an interactive state, or from gray to color.
[0177] In step S730, specifically, when the second target prop is activated, the player can trigger it, and the system will respond to this operation and execute the position transmission function to move the first virtual object from the current position to another position in the game scene.
[0178] The triggering operation can be a control instruction executed by the player on the interactive element on the game interface. It usually has the function of starting a specific game function or effect. For example, the player can select and use a second target prop by clicking.
[0179] In an alternative embodiment, the triggering operation may be a sequence of selecting and using an item, including the steps of selecting an item and confirming its use. For example, the player first clicks the icon of the second target item in the item bar to select it, then clicks the "Use" button or a target location in the game scene to confirm its use, and the system then triggers the item's effect.
[0180] In an optional embodiment, the triggering operation can be a drag operation, dragging the prop icon from the prop bar to the target location in the game scene. For example, the player can long press the second target prop icon in the prop bar and then drag it to the desired location in the game scene. After releasing the finger, the system will execute the teleportation operation and move the character to that location.
[0181] In a specific application, the player sees that the character has transformed into a pixelated man and notices that the teleport grenade has been activated. The player clicks on the teleport grenade icon in the prop bar below to select it, and a throwing crosshair immediately appears on the screen. The player moves the crosshair to the cover position behind the distant enemy and clicks again to confirm the throw. The character makes a throwing action, and the teleport grenade flies along a parabola to the target position. After landing, it emits a green light to mark the teleportation point. The system displays a 2.5-second countdown. After the countdown ends, the player character immediately disappears from the original position and instantly appears at the location of the teleport grenade mark. This sudden change of position allows the player to successfully go behind the enemy and gain a tactical advantage.
[0182] In an information processing method provided in one embodiment of the present application, the second target prop is a projectile, and in response to a triggering operation on the second target prop, the step of controlling the first virtual object to transfer its position in the game scene includes: Step S810, in response to a launch operation on a second target prop, launching the second target prop to a target position in the game scene; Step S820 : In response to a preset time period, controlling the first virtual object to move to a target position.
[0183] The method provided in this embodiment enables players to achieve precise positioning and teleportation of characters through projectiles, thereby improving tactical movement capabilities in the game, enhancing the character's mobility and tactical selection space in the game, thereby improving the interactive experience and game richness, and at the same time solving the computer field problem of single character movement methods and limited tactical options in traditional games.
[0184] The above scheme is described in detail below.
[0185] Regarding the second target prop as a projectile Specifically, in this embodiment, the second target prop is designed as a launchable item, such as a throwable grenade prop, which is used to realize the position transmission function of the first virtual object, or a bullet that needs to be shot by a weapon, or an arrow that needs to be shot by a bow, etc. The projectile may be a special item in the game specifically used to achieve the position transmission of a virtual object, and generally has the function of determining the target position of the virtual object.
[0186] In an alternative embodiment, the projectile can be a teleportation grenade with a unique design. This grenade features a pixelated visual effect, a cube-shaped shape, and a special texture or pattern on its surface, making it visually distinct from ordinary grenades in the game. For example, the teleportation grenade could appear as stacked blue pixels, with flashing particle effects during the throw, allowing players to quickly identify this special item.
[0187] In an alternative embodiment, the projectile can be an energy ball. When triggered by a specific button, the energy ball flies from the first virtual object's hand in a parabolic trajectory, forming an energy marker upon landing. In another alternative embodiment, the projectile can be a teleportation dart, which offers higher throwing accuracy and a longer throwing distance, making it suitable for long-distance teleportation requiring precise positioning.
[0188] It should be noted that the projectiles may be just one of the above embodiments, or may be multiple of the above embodiments. For example, the game may provide only one projectile, the teleportation grenade, or three different projectile types, the teleportation grenade, the energy ball, and the teleportation dart, for players to choose according to different tactical needs.
[0189] In step S810 , in response to a launch operation on a second target prop, the second target prop is launched to a target position in the game scene.
[0190] Specifically, after the system detects that the player performs a launch operation on the second target prop, it controls the second target prop to be launched from the position of the first virtual object and eventually reach a target position in the game scene.
[0191] The launch operation can be a launch command executed by the player on the second target item via the terminal device. This typically triggers the launch of the second target item from the first virtual object's location toward a specific direction in the game scene. For example, a player can click a throw button on the game interface to trigger the launch operation of the second target item.
[0192] In an alternative embodiment, the launch operation can be performed by the player touching a specific button on the screen. This button may be located in the lower right corner of the game interface and is a dedicated throwing skill button. For example, after the player equips a teleport grenade, a circular button with a grenade icon will appear in the lower right corner of the interface. When the player clicks this button, the system automatically calculates a default throwing direction and distance, then executes the throwing action, launching the teleport grenade to the corresponding location.
[0193] In an optional embodiment, the launch operation can be achieved through a two-step operation: first, press and hold the throw button on the screen to enter the aiming state, then adjust the aiming direction and force (such as dragging a virtual joystick or sliding the finger to control the distance), and finally release the button to complete the throw. For example, after the player presses and holds the throw button, a predicted trajectory line will appear on the screen, indicating the possible flight path of the teleport grenade. The player can adjust the direction and distance of the finger sliding to change this trajectory. After finding the ideal landing point, release the button, and the system will launch the teleport grenade according to the predicted trajectory.
[0194] It should be noted that the launch operation can be just one of the above embodiments, or it can be a combination of multiple embodiments. For example, the game may only support launching a teleport grenade by clicking the throw button, or it may also support multiple operation modes such as button click, two-step operation, and gesture recognition, allowing players to choose the most suitable operation method based on their personal preferences.
[0195] In step S820 , in response to a preset time period having passed, the first virtual object is controlled to be moved to a target position.
[0196] Specifically, after the second target prop is launched to the target position, the system waits for a preset period of time and then moves the first virtual object from the current position to the target position where the second target prop is located.
[0197] The preset duration can be a waiting time preset by the system, which usually serves to provide a preparation and buffer period for the transmission operation.
[0198] In an alternative embodiment, the preset duration can be a fixed time value, such as 2.5 seconds. This length of time allows players to mentally prepare for the position change while not being too long to cause the game to slow down. For example, when a teleport grenade lands, the system will display a countdown ring at the target location, counting down from 2.5 seconds, so that players can clearly see the time when the teleportation will occur.
[0199] After using the second target prop, the first virtual object can move freely before being teleported. For example, while moving, the second target prop is thrown, and after throwing, the character continues to move, or performs other game behaviors, such as attacking, jumping, jumping from a height in the scene, etc. After a preset time, the character is moved to the target position determined by the second target prop.
[0200] In an optional embodiment, after using the second target prop, the first virtual character needs to remain within a certain range. If the first virtual character moves out of the specific range, the teleportation behavior will be invalid.
[0201] In an information processing method provided in an embodiment of the present application, the method further includes: when the first virtual object is in a non-target state, restricting the first virtual object from using a second target prop.
[0202] The above scheme is described in detail below.
[0203] Regarding restricting the first virtual object from using the second target prop when the first virtual object is in a non-target state Specifically, when the first virtual object is not in the target form, that is, when the first virtual object is in the initial form, the system will restrict the first virtual object's permission to use the second target prop, so that the first virtual object cannot use the second target prop to perform game operations.
[0204] In one specific application, the game system has designed a status detection mechanism. When the player's character is in normal form, even if the player has obtained and picked up a teleport grenade by destroying a mine, the teleport grenade icon will appear gray and unavailable in the inventory. Only when the player successfully transforms the character into a pixelated man by picking up a crystal (the first target prop) will the teleport grenade icon return to normal brightness, indicating that it can be used. When the player clicks on the teleport grenade in an available state, the game interface will switch to throwing aiming mode, and the player can choose the throwing direction and force. After throwing, the teleport grenade will fly along a parabolic trajectory and mark the teleportation target location at the landing point. Then the countdown will start. After the countdown ends, the player character will immediately teleport to the grenade landing point, thereby achieving precise tactical displacement.
[0205] In an information processing method provided in an embodiment of the present application, the target interactive object has multiple states, including an interactive state and a cooling state. The method further includes: Step S1010, after the target interactive object is interacted with and the first target prop is generated, the state of the target interactive object is adjusted to a cooling state; Step S1020: After the preset cooling time ends, the state of the target interactive object is adjusted to an interactive state.
[0206] Through the method provided in this embodiment, the target interactive object can enter a cooling-off period after being interacted with, preventing players from repeatedly acquiring a large amount of game resources in a short period of time, balancing the rhythm of resource acquisition within the game, and improving the challenge and strategy of the game. At the same time, the automatic recovery mechanism ensures the sustainability of game resources, increases the playability of the game, enhances the interactive experience and game richness, and reduces the computing pressure of the server through the intelligent state management mechanism, thereby improving system performance.
[0207] The above scheme is described in detail below.
[0208] The target interactive object has multiple states, including interactive state and cooling state. Specifically, a target interactive object is a specific object in the game scene that can interact with the first virtual object controlled by the player. This object has multiple states to indicate whether it is currently interactable, mainly including two different states: interactive state and cooldown state. The interactive state means that the target interactive object can currently be interacted with by the first virtual object controlled by the player; the cooldown state means that the target interactive object is currently uninterpretable and needs to wait for a period of time before it can be restored to the interactive state.
[0209] The target interaction object can be a specific resource node in the game scene, which usually provides game resources or special props.
[0210] In an alternative embodiment, the target interactive objects can be mining sites in the game scene. These mining sites are presented in a visual style of stacked pixel blocks, with a current status indicator displayed above, allowing players to intuitively identify whether the mining site is interactable. For example, in the game's wilderness map, mining sites can be displayed as a stack of blue pixel blocks. When in an interactable state, a green "√" icon will appear above the mining site, clearly indicating that the mining site is currently interactable.
[0211] In step S1010, after the target interactive object is interacted with and the first target prop is generated, the state of the target interactive object is adjusted to a cooling state. Specifically, when the player's first virtual object successfully interacts with the target interactive object and the system generates the corresponding first target prop, the system immediately switches the target interactive object's state from interactive to cooldown, temporarily preventing the player from interacting with it again. This state transition mechanism is designed to prevent players from repeatedly interacting with the same target interactive object in a short period of time, thereby obtaining excessive game resources and maintaining game balance.
[0212] Interactions are actions performed by players to interact with a target interactive object through clicks, slides, long presses, and / or other actions, typically triggering game events, acquiring game resources, or changing the state of a game object.
[0213] In an alternative embodiment, the interactive operation can be an operation in which the player controls the first virtual object to use a melee weapon to attack a target interactive object. For example, the player can click an attack button to control the first virtual object to swing its pickaxe to destroy a mining site. Upon successful destruction, the mining site generates the first target item (e.g., a buff crystal), and the mining site immediately changes from an interactive state to a cooling state, with a cooling countdown displayed.
[0214] In step S1020, after the preset cooling time ends, the state of the target interactive object is adjusted to the interactive state. Specifically, the system sets a cooldown timer for each interactive target object that enters a cooldown state. When the timer counts down, the system automatically restores the target interactive object from a cooldown state to an interactive state, making it available for players to interact with again. This automatic recovery mechanism ensures the sustainability of game resources and also encourages players to explore other areas and content in the game while waiting for the cooldown period.
[0215] The preset cooldown time can be the time interval required for the target interactive object to recover from the cooldown state to the interactive state, which is preset by the system. It usually controls the refresh rhythm of game resources and balances the difficulty of the game.
[0216] In an optional embodiment, the preset cooldown period can be a fixed time value, such as 30 seconds, 60 seconds, or 120 seconds. For example, all mining nodes will enter a 60-second cooldown period after being interacted with. During these 60 seconds, the mining nodes remain in a cooldown state and cannot be interacted with. After 60 seconds, the mining nodes will automatically return to an interactive state and restore their original visual effects and status indicators.
[0217] In an optional embodiment, the preset cooldown time can be dynamically adjusted according to the type or rarity of the target interactive object.
[0218] An information processing method provided in one embodiment of the present application further includes: Step S1110: randomly generate a target interactive object in a designated area of the game scene.
[0219] Specifically, the game system will randomly select locations within a predetermined game scene area according to specific algorithms and rules to generate target interactive objects. These target interactive objects can be mining points or other interactive game elements, which are provided to players for interactive operations.
[0220] A game scene is a virtual environment created within a computer game, typically providing players with space and interactive elements. The game scene can include terrain, buildings, obstacles, and various interactive elements, serving as the foundation for players to operate and experience the game.
[0221] Designated areas are pre-defined areas within a game scene, typically limiting and regulating the generation of game elements or player activity. Based on game design requirements, designated areas can be assigned specific boundaries and attributes to control the progression and difficulty of the game.
[0222] In an alternative implementation, the designated area can be a dynamic range determined based on the current game safe zone, shrinking or changing as the game progresses, focusing player interaction and increasing game tension. For example, in a battle royale game, the initial designated area might cover the entire map. As the safe zone shrinks, new interactive targets will only spawn randomly within the current safe zone, forcing players to move toward the center.
[0223] In an optional embodiment, the designated area can be a high-value area preset on the game map. Random generation is the process by which a game system uses algorithms to nondeterministically create game elements under specified conditions, often increasing game variability and unpredictability. By introducing random factors within a specific rules framework, random generation ensures that each gaming experience is unique.
[0224] In an alternative embodiment, random generation can employ a completely random algorithm, ensuring that any legal location within a designated area has an equal probability of generating a target interactive object, ensuring a completely different layout each time the game is played. For example, the game system can use a pseudo-random number generator to randomly select coordinates within the current safe zone, check whether the coordinates meet the generation criteria (e.g., no overlap with other objects, suitable terrain, etc.), and then generate a mining point at the location that meets the criteria.
[0225] In an optional implementation, random spawning can utilize a weighted randomization algorithm, adjusting the spawn probability of different locations based on regional characteristics, player distribution, or game stage to achieve a more balanced gaming experience. For example, in the later stages of the game, the system will increase the probability of spawning important interactive objects near the center of the current safe zone to promote encounters and interactions between players.
[0226] In an alternative embodiment, random generation can employ a clustering randomization algorithm to create a concentrated distribution of target interaction objects in certain areas, while creating a sparse distribution in other areas, creating a contrast between resource-rich and resource-scarce areas. For example, the system can first randomly select several "hotspots" and then generate multiple target interaction objects around these hotspots using a Gaussian distribution rule to form areas of concentrated resources.
[0227] In an information processing method provided in one embodiment of the present application, the method further includes: Regenerate the position of the teleported object based on game progress updates.
[0228] Through the method provided in this embodiment, the position of the portal in the game can be dynamically adjusted as the game progresses, thereby improving the player's exploration experience at different game stages, increasing the uncertainty and strategy of the game, and requiring players to constantly adapt to the new portal position, thereby enriching the game's tactical choices, improving the game's interactivity and fun, and effectively solving the problems of a single gaming experience and limited strategic choices caused by the fixed location of the teleportation point.
[0229] The above scheme is described in detail below.
[0230] In step S1210, specifically, as the game progresses, the system triggers the regeneration of the position of the teleportation object according to a specific node or event in the game process, so that the position of the teleportation object in the game scene changes.
[0231] The game process can be a specific time node, event or state change during the game, which usually marks the change of game stage and drives the game forward.
[0232] In an alternative embodiment, game progression can refer to the shrinking safe zone phase in the game. Whenever the safe zone is updated, the system triggers a mechanism to regenerate the teleporter's location. For example, in a battle royale game, after the second round of safe zone reduction notification is issued, the original portal will disappear within 3 seconds, and a new portal location will be regenerated within the new safe zone, ensuring that the teleporter system always stays within the current game activity area.
[0233] In an alternative embodiment, game progression can refer to specific time intervals within the game, with the system automatically updating the location of teleportation objects based on the preset time period. For example, in a timed battle mode, every three minutes, all portals on the map will flash a warning light effect and disappear after five seconds, then regenerate at a different location on the map, forcing players to constantly adjust their movement strategies and increasing the tension and uncertainty of the game.
[0234] In an alternative embodiment, game progression can be triggered by specific events within the game. When certain pre-set events occur, the system will reassign the locations of teleportation targets. For example, in a team-based battle mode, when a key resource point is captured or a key NPC is defeated, the portal network will be reorganized. The original portal will disappear and be generated at a new strategic point, guiding players to the new target area and maintaining a dynamic rhythm of the game.
[0235] It should be noted that the game process can be based on just one of the above implementations, or a combination of them. For example, the game system can update the portal position based solely on the reduction of the safe zone, or it can consider both the reduction of the safe zone and a specific time interval, with either condition triggering a portal position update, thus enabling more flexible teleportation system management.
[0236] Regeneration can be the process of controlling the disappearance of a teleportation object in the game scene and its reappearance at a new location, which usually has the effect of updating the teleportation network layout and adjusting the game's tactical environment.
[0237] In an optional embodiment, regeneration may include first marking the original teleportation object as invalid and playing a disappearance animation, then generating a new teleportation object at the new target location and playing a generation animation. For example, when the game enters a new stage, the original teleportation portal will gradually become translucent and disappear with a pixelated decomposition effect. Subsequently, a new teleportation portal will gradually form in a pixelated manner at another location on the map and flash a blue light to indicate the player's location.
[0238] In an alternative implementation, regeneration can utilize a smooth transition mechanism, whereby the original teleported object does not immediately disappear, but instead gradually moves to its new location over a period of time. For example, in certain casual mode games, a portal will float to its new location along a pre-set path within three seconds. Players can visualize the portal's movement, allowing them to more intuitively understand the new teleportation network structure.
[0239] In an alternative embodiment, regeneration can include changes to the number and type of teleport objects, not only updating the location but also potentially increasing or decreasing the total number of teleport objects, or changing the destination settings of teleport objects. For example, in the later stages of the game, the system might reduce the total number of portals but increase the strategic value of each portal. A single portal might connect to multiple destinations, and the player would need to select the specific destination they wish to travel to on the teleportation interface.
[0240] It should be noted that regeneration can be implemented in just one of the above implementations, or in combination with multiple implementations. For example, the system can use only a simple disappear-and-appear mechanism to update portal positions, or it can simultaneously apply both the disappear-and-appear mechanism and the quantity and type change mechanism, updating the positions and adjusting the number and connection relationships of portals during a new round of portal generation.
[0241] The location of the teleported object can be the coordinates or regional location of the teleported object in the game scene, which usually has the function of determining the area where the teleportation function is available and influencing the player's movement strategy.
[0242] In an optional implementation, the location of teleport objects can be selected based on the shape and size of the current safe zone, with portals generated at specific strategic points within the zone. For example, in Battle Royale mode, the system will analyze the shape of the current safe zone and prioritize the generation of portal pairs at the edges and center of the safe zone to help players quickly traverse long distances or avoid dangerous areas, increasing their chances of survival.
[0243] In an alternative implementation, the locations of teleportation objects can be associated with resource points, strategic locations, or unique terrain in the game, with portals being prioritized near these areas. For example, in a resource scramble mode, new portals could be generated near high-value equipment spawn points, or connect highlands with low valleys that are difficult to reach on foot, creating more tactical possibilities.
[0244] In an optional implementation, the location of the teleportation object can be dynamically adjusted based on player distribution. The system will analyze the current player concentration and sparseness areas and generate portals at appropriate locations to balance the difficulty of obtaining map resources. For example, if most players are concentrated in the eastern part of the map, the system may generate a portal on both the east and west sides, allowing the few players in the west to quickly reach the main battlefield.
[0245] It should be noted that the location of the teleported object can be determined by only one of the above-mentioned methods, or it can take into account multiple factors. For example, the system can only consider the shape of the safe zone to determine the location of the portal, or it can consider the shape of the safe zone, the distribution of resource points, and the distribution of players at the same time, and calculate the optimal portal location allocation plan through a comprehensive algorithm.
[0246] In one specific application, a survival game was mid-game. When the third round of safe zone reduction notifications were issued, the system detected that the game had entered a new phase. At this point, the four existing pairs of portals on the map (a total of eight portal points) began flashing red warning lights, and a "Teleportation Network Reorganization" message appeared at the top of the game interface. Three seconds later, all portals simultaneously triggered a pixelated decomposition effect and disappeared. The system then calculated the optimal teleport point locations based on the new safe zone boundaries and generated a new portal point in each of the four directions within the new safe zone, forming two pairs of interconnected portals. The new portals appeared with a blue pixelated effect and a conspicuous light beam marker, making them easy to locate on the map. At this point, all players currently using pixelated mode received a system notification: "Teleportation Network Updated. New portals have been generated within the safe zone," guiding them to continue playing using the new teleportation system.
[0247] An information processing method provided in one embodiment of the present application further includes: Step S1310, controlling the generation of a target game activity range according to the position of the regenerated transmission object; Step S1320: When the game activity range is updated from the current game activity range to the target game activity range, control is performed to add a debuff effect to virtual objects participating in the game that are outside the target game activity range.
[0248] Through the method provided in this embodiment, the game system can dynamically update the game activity range based on the position of the teleported object, forming a contraction mechanism for the game area, guiding players to move to a specific area, thereby enhancing the tension and tactical nature of the game. At the same time, it also imposes penalties on virtual objects outside the activity range through debuff effects, prompting players to actively participate in game confrontations, improving the interactive experience and strategic depth of the game, and bringing players a richer gaming experience. It effectively solves the computer field problem of traditional games where the fixed map activity range leads to a single game rhythm.
[0249] The above scheme is described in detail below.
[0250] In step S1310, specifically, during the game process update, the system will regenerate the position of the transmission object according to preset rules. Based on the regenerated transmission object position information, the game system calculates and determines a new game activity range, which is the target game activity range.
[0251] The target game activity range may be a game area boundary determined based on the regenerated position of the teleportation object, which generally has the function of limiting the player activity area and prompting players to gather in a specific area.
[0252] In an alternative embodiment, the target game activity range can be a circular area with a preset radius centered around the newly generated portal object. For example, after the portal is regenerated, the game system can set a radius of 300 meters around the midpoint of the newly generated pair of portals, forming a circular target game activity range within which players can operate normally and will not suffer any debuffs.
[0253] In an alternative embodiment, the target game activity range can be the smallest convex polygonal area encompassing all regenerated teleportation object locations. For example, if there are multiple portals in the game, the system will calculate the smallest convex polygon encompassing all portal locations and set this polygonal area as the target game activity range. Players must stay within this irregularly shaped area to avoid being affected by the debuff.
[0254] In an optional embodiment, an initial target area is determined based on the regenerated transmission objects. The initial target area can be a circle centered on one of the transmission objects, or an area including multiple transmission objects. After the initial target area is determined, the target game activity range is determined from the initial target area, wherein the target game activity range is smaller than the initial target area, such as Figure 6 shown.
[0255] In step S1320, when the game activity range is updated from the current game activity range to the target game activity range, control is performed to add a debuff effect to virtual objects participating in the game that are outside the target game activity range.
[0256] Specifically, once the game system has updated the target game range, it will continuously monitor the positions of all virtual objects participating in the game. For virtual objects outside the new target game range, the system will automatically apply preset debuffs to them, negatively impacting their in-game performance.
[0257] Among them, the debuff can be a negative state or attribute weakening imposed on the virtual object, which usually has the effect of punishing the virtual object outside the activity range and prompting the player to move within the activity range.
[0258] In an alternative embodiment, the debuff can be a continuous loss of health, with the rate of loss dynamically adjusted based on the length of time the virtual object remains outside the target game activity area. For example, the system can set the virtual object to lose 1% of its maximum health per second starting from the first second it enters the area outside the target game activity area. This loss rate increases over time, reaching 5% of its maximum health per second at the 10th second, and so on, thereby creating increasing pressure on the player to enter the safe zone as quickly as possible.
[0259] In an optional embodiment, the debuff effect may be a combined debuff of reduced movement speed and reduced field of view.
[0260] In an optional embodiment, the debuff effect may be an extension of the skill cooldown time and a reduction in the effectiveness of item usage.
[0261] In an exemplary application of this embodiment, the game system detects that the current game time has reached 15 minutes, triggering the portal location update mechanism. The system closes the four existing pairs of portals and generates two new pairs of portals in the center of the map, located at different locations on the map but closer to each other. Based on the locations of the new portals, the system calculates and generates a new circular target game activity range that includes or is adjacent to one of the portals. Currently, five players are outside the new safe zone, and the system immediately applies a debuff to their avatars. Players can teleport from another portal corresponding to the portal in the target game activity range to quickly enter the target game activity area.
[0262] In an information processing method provided in an embodiment of the present application, the target form has a duration, and the method further includes: Step S1410 : When the first virtual object is in the target form and the duration has expired, the first virtual object is controlled to adjust from the target form to the initial form.
[0263] The method provided in this embodiment enables the system to effectively manage the duration of virtual object forms, automatically restoring them to their initial state after a specific duration. This not only maintains game balance but also increases the strategic depth of tactical gameplay, further enhancing the player experience. By limiting form duration, players are required to rationally plan their actions within a limited timeframe, improving the interactive experience, increasing the game's tension and decision-making significance, and addressing the potential balance issues that could arise from the indefinite persistence of virtual object states in gaming systems.
[0264] The above scheme is described in detail below.
[0265] Regarding "The target form has a duration" Specifically, the target state refers to a specific state that the first virtual object transitions to after acquiring the first target item. This state has a preset time limit, known as the duration. The duration limits the length of time the target state can be maintained, ensuring that the target state does not persist indefinitely.
[0266] The duration can be a set time period, which is used to limit the time the first virtual object maintains the target shape, and generally has the function of controlling the game balance and increasing the game rhythm.
[0267] In an optional embodiment, the duration can be a fixed preset length of time, such as one, two, or three minutes, and all players will follow the same timer mechanism after obtaining the target form. When the timer expires, the system automatically performs the form switching operation without the need for manual intervention by the player. In an optional embodiment, the duration can be associated with specific actions performed by the player during the target form, and certain actions may extend or shorten the duration. For example, when the first virtual object successfully defeats the enemy virtual object during the target form, an additional 5 seconds of duration may be awarded; however, when the first virtual object is damaged, the duration may be reduced by 10 seconds.
[0268] In step S1410 , when the first virtual object is in the target form and the duration has expired, the first virtual object is controlled to adjust from the target form to the initial form.
[0269] Specifically, the system monitors in real time the length of time the first virtual object is in the target form. When the accumulated time reaches a preset duration threshold, the system automatically restores the first virtual object from the target form with special visual effects to the normal initial form.
[0270] In an information processing method provided in one embodiment of the present application, a first target prop includes multiple types, and different types of first target props provide different gain effects. In response to a first virtual object acquiring the first target prop, the step of adjusting the first virtual object from an initial form to a target form includes: Step S1510 , in response to the first virtual object acquiring operations on multiple different types of first target props, adjusting the first virtual object from an initial form to a target form, and controlling the superposition of multiple different gain effects corresponding to the multiple different types of first target props.
[0271] Through the method provided in this embodiment, by setting multiple types of first target props and their corresponding different gain effects, and supporting the superposition of different types of gain effects, when the first virtual object obtains different types of props, it can achieve both morphological changes and obtain a variety of gain effect combinations, thereby improving the diversity and variability of character abilities during the game, greatly enhancing the tactical depth and gaming experience of the game. At the same time, through the gain effect superposition mechanism, players can formulate more flexible game strategies according to the needs of different battle situations, improving the interactive experience and game richness of the game, and effectively solving the computer field problems of single character abilities and limited game strategy choices in traditional games.
[0272] The above scheme is described in detail below.
[0273] Regarding "First target props include multiple types, different types of first target props provide different gain effects" Specifically, this feature describes the diversity of first-target props in the game and their different effects, that is, different types of first-target props correspond to different gain effects, providing game players with a diverse gaming experience.
[0274] Among them, the various types of first target props can be various virtual items with different properties and effects designed in the game, and usually have the function of providing different types of gain effects for the first virtual object in the game.
[0275] In an optional embodiment, the multiple types of first target props may include props of different functional types such as speed gain props, attack power gain props, defense power gain props, jumping ability gain props and health value recovery props.
[0276] In an optional embodiment, multiple types of first target props can be distinguished by different visual effects, such as different colors, shapes, sizes or luminous effects, so that players can intuitively identify different types of props and their possible effects.
[0277] In an optional embodiment, different types of first target items may have different rarities and occurrence probabilities. Items with higher rarity provide stronger gain effects but have lower occurrence probabilities.
[0278] Among them, different types of first target props provide different gain effects, which can be effects carried by various props in the game that can enhance certain capabilities of the first virtual object, usually having the effect of changing game balance, increasing game strategy depth, and improving game experience.
[0279] In an alternative embodiment, the buff effects provided by different types of first-target props can be applied to different attributes of the first virtual object, such as core game values such as movement speed, attack power, defense power, skill cooldown, and health limit. In an alternative embodiment, the buff effects provided by different types of first-target props can be manifested as changes to the skill mechanics of the first virtual object, such as adding new effects to existing skills, reducing skill cooldown, or increasing skill range.
[0280] In an optional embodiment, the buff effects provided by different types of first target props may also include granting special abilities, such as allowing the first virtual object to pass through walls, become invisible, be immune to certain types of damage, or gain additional health for a short period of time. In step S1510, in response to the first virtual object acquiring multiple different types of first target props, the first virtual object is adjusted from its initial form to its target form, and control is controlled to superimpose multiple different buff effects corresponding to the multiple different types of first target props.
[0281] Specifically, this step describes the process in which, when the first virtual object obtains multiple first target props of different types, not only the shape changes, but also the different gain effects brought by each prop are superimposed.
[0282] The response to the first virtual object acquiring multiple different types of first target props can be a response process triggered by the game system detecting that the first virtual object has contacted or picked up multiple different types of first target props, which generally serves as a trigger condition for the prop effect to take effect in the game.
[0283] In an optional embodiment, the first virtual object's acquisition of multiple different types of first target items may include managing the order of acquisition. The game system may establish an effect queue based on the order in which the player acquires the different types of items and process them sequentially. For example, if the player acquires a speed buff item, an attack power buff item, and a defense buff item, the system will first apply the speed buff effect to the character and start its timer, then apply the attack power buff effect and start its timer, and finally apply the defense buff effect and start its timer, forming an orderly effect processing chain.
[0284] Establish the superposition rules of different types of first target props, among which the same type of first target props adopts the overlay mechanism, and different types of first target props can exist at the same time.
[0285] The method provided in this embodiment enables the rational management of various item effects in the game. By establishing clear stacking rules, players can more flexibly use different types of items to produce compound effects, while preventing items of the same type from producing excessively strong stacking effects, thus maintaining game balance. This technical approach enriches the interactive gaming experience, enhances the strategic depth of the game, and solves the complex issue of managing multiple state effects in computer game systems.
[0286] Specifically, in the game system, a management mechanism is established for different types of first target props, and the methods and rules for superimposing their effects are determined, so that the system can correctly handle the situation where multiple first target props of different types exist at the same time, as well as the situation where the same type of first target props are obtained repeatedly.
[0287] The stacking rule can be a mechanism for managing the simultaneous presence of multiple item effects in a game. It typically ensures that the various item effects in the game operate according to pre-set logic, maintaining game balance and strategy.
[0288] In an optional embodiment, the overlay rules may include an effect duration management mechanism that controls the independent calculation of the duration of effects of different types of primary target items, while the duration of effects of the same type of primary target items is overwritten. For example, if a player obtains a primary target item A that increases movement speed with a duration of 60 seconds, and then obtains a primary target item B that increases attack power with a duration of 45 seconds, the system will simultaneously record and display these two different effects, with countdowns of 60 seconds and 45 seconds, respectively.
[0289] The first target props of the same type may be multiple prop instances with the same functional effect classification, and usually have the function of providing the same ability bonus or state change to the virtual object.
[0290] The overlay mechanism can be used to update the effect when the same type of first target item is acquired repeatedly. It usually ensures that the same type of first target item does not produce an overly strong cumulative effect, thus maintaining game balance.
[0291] In an alternative embodiment, the overwrite mechanism can use a complete replacement mode, whereby a later acquired item of the same type completely replaces all effects and durations of the previously acquired item of the same type. For example, if a player already has a Speed Crystal that grants a 20% movement speed bonus with a remaining duration of 30 seconds, and then obtains a higher-level Speed Crystal that grants a 25% movement speed bonus with a duration of 60 seconds, the system will immediately clear the original 20% bonus and apply the new 25% bonus, resetting the duration to 60 seconds.
[0292] In an optional embodiment, the overwriting mechanism can adopt an optimal selection mode, that is, the system will automatically compare the effect strength and remaining duration of the newly acquired first-target prop of the same type with the existing first-target prop of the same type, and select the one that is more beneficial to the player to retain.
[0293] In an optional embodiment, the overlay mechanism can adopt a time superposition mode, that is, when the player obtains the first target prop of the same type, the newly obtained prop will not change the effect strength of the existing prop, but will superimpose its duration on the remaining time of the existing prop.
[0294] It should be noted that the overriding mechanism can be just one of the above-mentioned embodiments, or it can be a combination of multiple embodiments. For example, the overriding mechanism can use different processing modes for different types of the same-type first-target props, such as using the optimal selection mode for attack crystals and the time-overlay mode for defense crystals; or the overriding mechanism can only use the complete replacement mode, uniformly processing all the same-type first-target props.
[0295] The different types of first target props may be a variety of props with different functional categories in the game, and generally have the function of providing a variety of strategic choices and gameplay combinations for the game.
[0296] In an alternative embodiment, the different types of first-target items may include attack-enhancing items and defense-enhancing items. These two types of items affect different attributes of virtual objects and can coexist and produce effects simultaneously. For example, a player may possess both a "red attack crystal" that increases attack power and a "blue defense crystal" that increases defense power. The effects of these two different types of first-target items will simultaneously affect the player's virtual object, giving it both increased attack power and enhanced survivability. Furthermore, the durations of the different types of first-target items are calculated separately, without overwriting each other's time. In other embodiments, the durations can also be overwritten. For example, if a player obtains an attack-type first-target item 20 seconds after obtaining a defense-type first-target item, the duration of the first-target item will be refreshed, and the control character will be overlaid with the effect of the defense-type first-target item, and the duration calculation will begin again.
[0297] The control and superposition of multiple different types of first target props corresponding to different gain effects can realize a processing mechanism for the game system to realize multiple different effects coexisting and acting on the first virtual object at the same time, which generally enhances the depth of game strategy and improves the diversity of character abilities.
[0298] In an optional embodiment, controlling and superimposing multiple different gain effects corresponding to multiple different types of first target props can be achieved through an independent effect calculation mechanism, that is, each gain effect is calculated separately and applied to the character attributes.
[0299] In an optional embodiment, controlling the stacking of multiple different buff effects corresponding to different types of first-target props can include independent management of effect durations, with each effect having its own duration timer. For example, if a player successively obtains a 45-second speed buff and a 60-second defense buff, the system will initiate independent countdowns for each effect. After 45 seconds, the speed buff will automatically disappear, while the defense buff will continue until its own 60-second timer expires. The interface will display two separate effect icons and their respective remaining times.
[0300] In an optional embodiment, controlling the superposition of multiple different gain effects corresponding to multiple different types of first target props can also include a visual representation of the intensity of the effect, and the character will display the various gain effects currently possessed through different special effects. For example, when the first virtual object has three effects, namely speed gain, attack power gain, and defense power gain, a blue speed line will appear under the character's feet, a red light will appear on the weapon, and a golden shield halo will appear around the body. These different visual elements intuitively represent the superposition state of multiple effects, allowing players and other participants to clearly identify the combination of gain effects possessed by the current character. Corresponding to the above-mentioned method embodiment, the disclosed embodiment also provides an information processing device 700, such as Figure 7 As shown, the device includes: A first generating module 710 is configured to generate a first target prop in response to an interaction operation between the first virtual object and the target interactive object; a state adjustment module 720 configured to adjust the first virtual object from an initial state to a target state in response to the first virtual object acquiring the first target item, wherein the target state has a different visual display effect than the initial state; The transmission control module 730 is configured to control the first virtual object to transmit its position in the game scene in response to an interaction between the first virtual object and the transmission object when the first virtual object is in the target form.
[0301] Through this information processing device, players can gain the opportunity to transform through interaction with target interactive objects, thereby unlocking special teleportation abilities. This design not only enriches the visual representation of characters and enhances the interactive experience, but also adds a new layer of tactical strategy to the game, greatly increasing its richness and playability. Furthermore, by designing a mechanism that ties teleportation to specific forms, it effectively balances in-game movement capabilities, avoiding an imbalanced gaming experience caused by excessive teleportation use. Furthermore, instant state switching reduces the need for lengthy loading times for different models, optimizing device resource utilization.
[0302] The present disclosure also provides an electronic device, such as Figure 8 As shown, the electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned information processing method.
[0303] Specifically, the above-mentioned information processing method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game field of view screen, wherein the game field of view screen at least partially includes a game scene and a first virtual object corresponding to the terminal device; the game scene includes a target interactive object and a transmission object; the method includes: generating a first target prop in response to the interaction operation between the first virtual object and the target interactive object; adjusting the first virtual object from an initial form to a target form in response to the first virtual object's acquisition operation of the first target prop, wherein the target form and the initial form have different visual display effects; when the first virtual object is in the target form, controlling the first virtual object to transmit its position in the game scene in response to the interaction operation between the first virtual object and the transmission object.
[0304] Optionally, adjusting the first virtual object from the initial form to the target form includes: replacing an initial display model of the first virtual object corresponding to the initial form with a target style model corresponding to the target form.
[0305] Optionally, the step of replacing the initial display model of the first virtual object with a target style model corresponding to the target form includes: obtaining identification information of the first virtual object; determining the target style model from a plurality of preset style models based on the correspondence between the identification information and the style model; and controlling the loading of the target style model.
[0306] Optionally, in response to the interaction operation between the first virtual object and the target interactive object, generating the first target prop includes: detecting whether the first virtual object uses the target interaction method to interact with the target interactive object; when it is detected that the first virtual object uses the target interaction method to interact with the target interactive object, generating the first target prop; when it is detected that the first virtual object does not use the target interaction method to interact with the target interactive object, displaying restriction prompt information through the graphical user interface and / or controlling the first virtual object to prohibit responding to the target interactive object.
[0307] Optionally, responding to the first virtual object acquiring the first target prop includes: detecting a distance between the first virtual object and the first target prop; and automatically performing the acquiring operation when the distance is less than a preset threshold.
[0308] Optionally, the transmission object includes a first transmission point located in the game scene and a second transmission point corresponding to the first transmission point. In response to the interactive operation between the first virtual object and the transmission object, controlling the first virtual object to perform position transmission in the game scene includes: detecting the distance between the first virtual object and the first transmission point; when the distance is less than a first distance threshold, starting a transmission countdown; in response to the countdown meeting a preset condition, controlling the first virtual object to be transmitted to the second transmission point.
[0309] Optionally, the method also includes: generating a second target prop in response to an interaction operation between the first virtual object and the target interactive object; activating the second target prop when the first virtual object is in the target form; and controlling the first virtual object to transfer its position in the game scene in response to a trigger operation on the second target prop when the second target prop is in the activated state.
[0310] Optionally, the second target prop is a projectile, and in response to a trigger operation on the second target prop, the step of controlling the first virtual object to transfer its position in the game scene includes: in response to a launch operation on the second target prop, launching the second target prop to a target position in the game scene; in response to a preset time period, controlling the first virtual object to move to the target position.
[0311] Optionally, the method further includes: when the first virtual object is in a non-target state, restricting the first virtual object from using a second target prop.
[0312] Optionally, the target interactive object has multiple states, including an interactive state and a cooling state. The method also includes: after the target interactive object is interacted with and the first target prop is generated, adjusting the state of the target interactive object to a cooling state; after the preset cooling time ends, adjusting the state of the target interactive object to an interactive state.
[0313] Optionally, the method further includes: randomly generating a target interactive object within a designated area of the game scene.
[0314] Optionally, the method further includes: regenerating the position of the teleportation object according to the game process update.
[0315] Optionally, the method further includes: controlling the generation of a target game activity range based on the position of the regenerated teleportation object; and when the game activity range is updated from the current game activity range to the target game activity range, controlling the addition of a debuff effect to virtual objects participating in the game that are outside the target game activity range.
[0316] Optionally, the target form has a duration, and the method further includes: when the first virtual object is in the target form and the duration has expired, controlling the first virtual object to adjust from the target form to the initial form.
[0317] Optionally, the first target props include multiple types, and different types of first target props provide different gain effects. In response to the first virtual object's acquisition operation of the first target prop, the step of adjusting the first virtual object from an initial form to a target form includes: in response to the first virtual object's acquisition operation of multiple different types of first target props, adjusting the first virtual object from an initial form to a target form, and controlling the superposition of multiple different gain effects corresponding to the multiple different types of first target props.
[0318] Optionally, the method further includes: establishing a superposition rule for different types of first target props, wherein first target props of the same type adopt an overlay mechanism, and first target props of different types can exist at the same time.
[0319] The electronic device provided by the aforementioned embodiments allows players to transform through interaction with target interactive objects, thereby unlocking special teleportation abilities. This design not only enriches the visual representation of the characters and enhances the interactive experience, but also adds a new layer of tactical strategy to the game, greatly increasing its richness and playability. Furthermore, by designing a mechanism that ties the teleportation function to a specific form, it effectively balances in-game movement capabilities, avoiding an imbalanced gaming experience caused by excessive teleportation use. Instant state switching also reduces the need for lengthy loading times for different models, optimizing device resource utilization.
[0320] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0321] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0322] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0323] An embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned information processing method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0324] Specifically, the information processing method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game field of view screen, wherein the game field of view screen at least partially includes a game scene and a first virtual object corresponding to the terminal device; the game scene includes a target interactive object and a transmission object; the method includes: generating a first target prop in response to an interactive operation between the first virtual object and the target interactive object; adjusting the first virtual object from an initial form to a target form in response to an acquisition operation of the first virtual object on the first target prop, wherein the target form and the initial form have different visual display effects; when the first virtual object is in the target form, controlling the first virtual object to transmit its position in the game scene in response to an interactive operation between the first virtual object and the transmission object.
[0325] Optionally, adjusting the first virtual object from the initial form to the target form includes: replacing an initial display model of the first virtual object corresponding to the initial form with a target style model corresponding to the target form.
[0326] Optionally, the step of replacing the initial display model of the first virtual object with a target style model corresponding to the target form includes: obtaining identification information of the first virtual object; determining the target style model from a plurality of preset style models based on the correspondence between the identification information and the style model; and controlling the loading of the target style model.
[0327] Optionally, in response to the interaction operation between the first virtual object and the target interactive object, generating the first target prop includes: detecting whether the first virtual object uses the target interaction method to interact with the target interactive object; when it is detected that the first virtual object uses the target interaction method to interact with the target interactive object, generating the first target prop; when it is detected that the first virtual object does not use the target interaction method to interact with the target interactive object, displaying restriction prompt information through the graphical user interface and / or controlling the first virtual object to prohibit responding to the target interactive object.
[0328] Optionally, responding to the first virtual object acquiring the first target prop includes: detecting a distance between the first virtual object and the first target prop; and automatically performing the acquiring operation when the distance is less than a preset threshold.
[0329] Optionally, the transmission object includes a first transmission point located in the game scene and a second transmission point corresponding to the first transmission point. In response to the interactive operation between the first virtual object and the transmission object, controlling the first virtual object to perform position transmission in the game scene includes: detecting the distance between the first virtual object and the first transmission point; when the distance is less than a first distance threshold, starting a transmission countdown; in response to the countdown meeting a preset condition, controlling the first virtual object to be transmitted to the second transmission point.
[0330] Optionally, the method also includes: generating a second target prop in response to an interaction operation between the first virtual object and the target interactive object; activating the second target prop when the first virtual object is in the target form; and controlling the first virtual object to transfer its position in the game scene in response to a trigger operation on the second target prop when the second target prop is in the activated state.
[0331] Optionally, the second target prop is a projectile, and in response to a trigger operation on the second target prop, the step of controlling the first virtual object to transfer its position in the game scene includes: in response to a launch operation on the second target prop, launching the second target prop to a target position in the game scene; in response to a preset time period, controlling the first virtual object to move to the target position.
[0332] Optionally, the method further includes: when the first virtual object is in a non-target state, restricting the first virtual object from using a second target prop.
[0333] Optionally, the target interactive object has multiple states, including an interactive state and a cooling state. The method also includes: after the target interactive object is interacted with and the first target prop is generated, adjusting the state of the target interactive object to a cooling state; after the preset cooling time ends, adjusting the state of the target interactive object to an interactive state.
[0334] Optionally, the method further includes: randomly generating a target interactive object within a designated area of the game scene.
[0335] Optionally, the method further includes: regenerating the position of the teleportation object according to the game process update.
[0336] Optionally, the method further includes: controlling the generation of a target game activity range based on the position of the regenerated teleportation object; and when the game activity range is updated from the current game activity range to the target game activity range, controlling the addition of a debuff effect to virtual objects participating in the game that are outside the target game activity range.
[0337] Optionally, the target form has a duration, and the method further includes: when the first virtual object is in the target form and the duration has expired, controlling the first virtual object to adjust from the target form to the initial form.
[0338] Optionally, the first target props include multiple types, and different types of first target props provide different gain effects. In response to the first virtual object's acquisition operation of the first target prop, the step of adjusting the first virtual object from an initial form to a target form includes: in response to the first virtual object's acquisition operation of multiple different types of first target props, adjusting the first virtual object from an initial form to a target form, and controlling the superposition of multiple different gain effects corresponding to the multiple different types of first target props.
[0339] Optionally, the method further includes: establishing a superposition rule for different types of first target props, wherein first target props of the same type adopt an overlay mechanism, and first target props of different types can exist at the same time.
[0340] The electronic device provided by the aforementioned embodiments allows players to transform through interaction with target interactive objects, thereby unlocking special teleportation abilities. This design not only enriches the visual representation of the characters and enhances the interactive experience, but also adds a new layer of tactical strategy to the game, greatly increasing its richness and playability. Furthermore, by designing a mechanism that ties the teleportation function to a specific form, it effectively balances in-game movement capabilities, avoiding an imbalanced gaming experience caused by excessive teleportation use. Instant state switching also reduces the need for lengthy loading times for different models, optimizing device resource utilization.
[0341] The storage medium provided by the aforementioned embodiment enables an interactive mechanism between characters in a virtual scene, allowing players to manipulate a first virtual object to carry and control other characters as weapons in combat. This innovative interactive method enhances the interactive experience, allowing players to experience richer character interactions. It also introduces new combat modes and attribute enhancement mechanisms into the game, enriching gameplay and moving beyond the traditional single-character independent combat mode. Furthermore, by sharing character resources and integrating character abilities, this method reduces the need for repeated loading of game resources, reduces computing resource consumption, and addresses resource optimization issues in the computer field.
[0342] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.
[0343] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0344] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. An information processing method, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a game field of view screen, wherein the game field of view screen at least partially includes a game scene and a first virtual object corresponding to the terminal device; the game scene includes a target interaction object and a transmission object; and the method includes: generating a first target prop in response to an interaction operation between the first virtual object and the target interactive object; In response to the first virtual object acquiring the first target prop, adjusting the first virtual object from an initial form to a target form, wherein the target form has a different visual display effect than the initial form; When the first virtual object is in the target form, in response to an interaction operation between the first virtual object and the transmission object, the first virtual object is controlled to perform position transmission in the game scene.
2. The method according to claim 1, characterized in that The adjusting the first virtual object from an initial form to a target form includes: An initial display model of the first virtual object corresponding to the initial form is replaced with a target style model corresponding to the target form.
3. The method according to claim 2, characterized in that The step of replacing the initial display model of the first virtual object with the target style model corresponding to the target form includes: Obtaining identification information of the first virtual object; Determining a target style model from a plurality of preset style models according to a correspondence between the identification information and the style model; Controls loading of the target style model.
4. The method according to claim 1, wherein The generating a first target prop in response to the interaction operation between the first virtual object and the target interactive object includes: detecting whether the first virtual object interacts with the target interactive object using a target interaction mode; When detecting that the first virtual object interacts with the target interactive object using the target interaction mode, generating the first target prop; When it is detected that the first virtual object does not interact with the target interactive object using the target interaction mode, restriction prompt information is displayed through the graphical user interface and / or the first virtual object is controlled to prohibit responding to the target interactive object.
5. The method according to claim 1, wherein The acquiring operation of the first target prop in response to the first virtual object includes: detecting a distance between the first virtual object and the first target prop; When the distance is less than a preset threshold, the acquisition operation is automatically performed.
6. The method according to claim 1, wherein The teleportation object includes a first teleportation point located in the game scene and a second teleportation point corresponding to the first teleportation point, and in response to an interaction operation between the first virtual object and the teleportation object, controlling the first virtual object to teleport in the game scene includes: detecting a distance between the first virtual object and the first transmission point; When the distance is less than a first distance threshold, starting a transmission countdown; In response to the countdown satisfying a preset condition, the first virtual object is controlled to be transmitted to the second transmission point.
7. The method according to claim 1, characterized in that The method further comprises: generating a second target prop in response to an interaction operation between the first virtual object and the target interactive object; When the first virtual object is in the target form, activating the second target prop; When the second target prop is in an activated state, in response to a triggering operation on the second target prop, the first virtual object is controlled to perform position transfer in the game scene.
8. The method according to claim 7, characterized in that The second target prop is a projectile, and the step of controlling the first virtual object to transfer its position in the game scene in response to a triggering operation on the second target prop includes: In response to a launch operation on the second target prop, launching the second target prop to a target position in the game scene; In response to a preset time period, the first virtual object is controlled to move to the target position.
9. The method according to claim 7, characterized in that The method further comprises: When the first virtual object is in a non-target state, the first virtual object is restricted from using the second target prop.
10. The method according to claim 1, characterized in that The target interactive object has multiple states, including an interactive state and a cooling state. The method further includes: After the target interactive object is interacted with and the first target item is generated, adjusting the state of the target interactive object to a cooling state; After the preset cooling time ends, the state of the target interactive object is adjusted to an interactive state.
11. The method according to claim 1, characterized in that The method further comprises: The target interactive object is randomly generated in a designated area of the game scene.
12. The method according to claim 6, characterized in that The method further comprises: The position of the teleportation object is regenerated according to the game progress update.
13. The method according to claim 12, characterized in that The method further comprises: Controlling the generation of a target game activity range according to the regenerated position of the teleportation object; When the game activity range is updated from the current game activity range to the target game activity range, control is performed to add a debuff effect to virtual objects participating in the game match that are outside the target game activity range.
14. The method according to claim 1, wherein The target form has a duration, and the method further comprises: When the first virtual object is in the target form and the duration has expired, the first virtual object is controlled to adjust from the target form to the initial form.
15. The method according to claim 1, wherein The first target props include multiple types, and different types of first target props provide different gain effects. In response to the first virtual object acquiring the first target prop, the step of adjusting the first virtual object from an initial form to a target form includes: In response to the first virtual object's acquisition operation of multiple different types of the first target props, the first virtual object is adjusted from an initial form to a target form, and multiple different gain effects corresponding to the multiple different types of the first target props are controlled and superimposed.
16. The method according to claim 15, characterized in that The method further comprises: Establish the superposition rules of different types of first target props, among which the same type of first target props adopts the overlay mechanism, and different types of first target props can exist at the same time.
17. An information processing device, characterized in that: include: A first generating module is configured to generate a first target prop in response to an interaction operation between the first virtual object and the target interactive object; a state adjustment module, configured to adjust the first virtual object from an initial state to a target state in response to the first virtual object acquiring the first target prop, wherein the target state has a different visual display effect than the initial state; The transmission control module is configured to control the first virtual object to transmit its position in the game scene in response to an interaction operation between the first virtual object and the transmission object when the first virtual object is in the target form.
18. An electronic device, characterized in that: The information processing method comprises a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the information processing method according to any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing method according to any one of claims 1 to 16.
