Information processing method, computer program product and electronic equipment
By employing a display strategy that combines multi-touch operation and visual saturation adjustment, the problem of locating virtual items in open-world games due to character occlusion has been solved, thereby improving target recognition efficiency and user experience.
Patent Information
- Application Number
- CN202610062881.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-01-16
- Publication Date
- 2026-03-17
AI Technical Summary
In massively multiplayer online games, high-density occlusion areas in virtual scenes make it difficult to identify target virtual items, increasing the cognitive load on users and consuming additional resources.
Multi-touch operations trigger the switching of the graphical user interface display state. Combined with a display strategy that differentiates visual saturation, the interface saturation is dynamically adjusted to weaken the background and highlight key props.
It improves target recognition efficiency, reduces user misjudgment rate, reduces resource consumption, and enhances operational intuitiveness and immersion.
Smart Images

Figure CN121668670A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of gaming, and in particular to an information processing method, computer program product, and electronic device. Background Technology
[0002] In MMOs (Massively Multiplayer Online Games) and similar open-world games, players complete mission objectives through character interaction and environmental exploration. In related technologies, when a virtual scene contains a desired virtual item, players must visually observe the distribution of objects on the interface to identify its location. However, in areas with high-density occlusion of virtual objects within the virtual scene, the target item may still be obscured by other virtual objects, leading to frequent repetitive actions or misjudgments of its location. This design not only increases the user's cognitive load but also limits gameplay diversity, while consuming additional storage space and server bandwidth resources due to the continuous rendering of high-precision models. Summary of the Invention
[0003] The purpose of this disclosure is to provide an information processing method to assist players in identifying target virtual items in areas where virtual objects are densely occluded in a virtual scene.
[0004] In a first aspect, this disclosure provides an information processing method, which provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a virtual scene and at least one interactive control, and the virtual scene includes at least one virtual object. In response to a first touch operation on the GUI, the display state of the virtual scene and interactive control in the GUI is controlled to change from a first display state to a second display state. The first touch operation is a multi-touch operation that meets preset conditions, and the saturation in the second display state is lower than the saturation in the first display state. In response to the termination of the first touch operation, the display state of the virtual scene and interactive control in the GUI is controlled to return to the first display state. If the virtual scene in the GUI includes a preset virtual prop, when the virtual scene and interactive control in the GUI are controlled to change from the first display state to the second display state, the display state of the preset virtual prop is controlled to be set to a third display state.
[0005] In a second aspect, this disclosure provides a computer program product, including a computer program that, when executed by a processor, implements the method described in the first aspect.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory; the memory is used to store executable instructions of the processor; the processor is configured to perform the method of the first aspect described above by executing the executable instructions.
[0007] This disclosure provides an information processing method, computer program product, and electronic device. In response to a first touch operation on a graphical user interface, the display state of a virtual scene and interactive controls is changed from a first display state to a second display state, where the saturation in the second display state is lower than that in the first display state. In response to the termination of the first touch operation, the display state is restored to the first display state. If the virtual scene contains preset virtual items, the display state of these items is set to a third display state when the display state is changed to the second. This disclosure solves the problem of difficult virtual item positioning in open-world games caused by character occlusion by triggering interface display state switching through multi-touch operations, combined with a display strategy based on visual saturation differentiation. Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by implementing the above-described techniques of this disclosure. Attached Figure Description
[0008] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0009] Figure 1 A schematic diagram of a system architecture is shown in one exemplary embodiment of this disclosure; Figure 2 A flowchart illustrating an information processing method according to one exemplary embodiment of this disclosure is shown. Figure 3 A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 4 A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 5a A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 5b A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 6 A schematic diagram of the structure of an electronic device is shown in one exemplary embodiment of the present disclosure. Detailed Implementation
[0010] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0011] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0012] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0013] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0014] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0015] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0016] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.
[0017] According to one embodiment of this disclosure, an information processing method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0018] This embodiment provides an information processing method that provides a graphical user interface through a terminal device. The graphical user interface includes at least a part of a virtual scene and at least one interactive control. The virtual scene includes at least one virtual object. Figure 2 This is a flowchart of an information processing method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S210: In response to the first touch operation on the graphical user interface, the display state of the virtual scene and interactive controls in the graphical user interface is changed from the first display state to the second display state; the first touch operation is a multi-touch operation that meets preset conditions, and the saturation in the second display state is lower than the saturation in the first display state.
[0019] In step S220, in response to the termination of the first touch operation, the display state of the virtual scene and interactive controls in the graphical user interface is restored to the first display state.
[0020] Step S230: If the virtual scene in the graphical user interface contains preset virtual props, when the virtual scene and interactive controls in the graphical user interface are changed from the first display state to the second display state, the display state of the preset virtual props is set to the third display state.
[0021] The method provided in this embodiment employs a technique that triggers interface display state switching through multi-touch operations that meet preset conditions. Combined with a display strategy that differentiates visual saturation, it solves the problem of difficulty in locating treasures in open-world games caused by character occlusion. Specifically, by dynamically adjusting interface saturation to achieve an interactive mechanism that weakens the background and highlights key items, it not only improves the player's target recognition efficiency in complex scenes but also enhances the intuitiveness and immersion of the operation through multi-touch operations, avoiding the impact of virtual object occlusion on the user experience.
[0022] The steps described above are explained in detail below.
[0023] In step S210, in response to the first touch operation on the graphical user interface, the display state of the virtual scene and interactive controls in the graphical user interface is changed from the first display state to the second display state; the first touch operation is a multi-touch operation that meets preset conditions, and the saturation in the second display state is lower than the saturation in the first display state.
[0024] A graphical user interface (GUI) is a visual, interactive area presented by applications such as games running on a terminal device. It displays virtual scene content and allows users to input and output information. A GUI may include, but is not limited to, a 3D scene rendering layer, UI control overlays, and interactive feedback areas. A virtual scene is a simulated environment generated by a computing device, containing at least one virtual object. This virtual object can be a player-controlled virtual character, a non-player-controlled virtual character (NPC), or various summoned beasts, virtual items, etc. The virtual scene can dynamically update its displayed content through real-time rendering technology and support interactive operations with the user. Interactive controls are functional modules embedded in the GUI, used to receive user input commands and trigger corresponding operations. Interactive controls can include visual elements such as buttons, sliders, icons, and information windows, and their display state can be dynamically adjusted according to user interaction.
[0025] As attached Figure 3 As shown, the terminal device provides a graphical user interface 300 via a display screen. The graphical user interface 300 includes a virtual scene 301 and seven interactive controls 302. The virtual scene 301 includes a virtual object 303 controlled by the player, two other virtual objects 304, and a virtual item 305 that the player wants to find in the game. The virtual item 305 is not obscured by the other virtual objects 304. Other scene resources in the virtual scene are not shown. (See attached image) Figure 4 As shown, when the virtual scene 301 contains a large number of virtual objects 304, the virtual props 305 are obscured and difficult for players to find. To solve the problem of virtual props being obscured and difficult to find due to the stacked display of virtual objects in the virtual scene, this embodiment provides a technical solution that triggers changes in the interface display state through specific touch operations to assist players in finding target virtual props.
[0026] To avoid the impact on user experience caused by accidental user actions triggering changes in the graphical user interface (GUI) display state, the first touch operation to trigger a display state change is a multi-touch operation that meets preset conditions. Multi-touch operations can involve the user simultaneously using multiple fingers (e.g., two, three, or four fingers) to interact with the GUI on the terminal device's touchscreen. Specifically, this can include simultaneous swiping, simultaneous long-pressing, or simultaneous long-pressing and swiping. To differentiate this from other user actions in games and prevent accidental triggering of display state changes, multi-touch operations can be limited to those that meet preset conditions.
[0027] The saturation of the graphical user interface in the modified second display state is lower than that in the default first display state. Therefore, when the virtual scene currently displayed by the graphical user interface contains preset virtual props, the visual occlusion of preset virtual props by other elements in the virtual scene, especially stacked virtual objects, can be weakened.
[0028] In step S220, in response to the termination of the first touch operation, the display state of the virtual scene and interactive controls in the graphical user interface is restored to the first display state.
[0029] The second display state is a temporary state that is only triggered when the player needs to find preset virtual items in the virtual scene. To avoid the negative impact of low color saturation of the graphical user interface on the player's gaming experience, the graphical user interface in the second display state will revert to the first display state once the first touch operation ends. The termination of the first touch operation can be due to the user's finger no longer touching the touch screen, indicating no touch operation; it can also be due to only one finger touching the touch screen, indicating no multi-touch operation; or it can be due to multi-touch operation no longer meeting the preset conditions.
[0030] In step S230, if the virtual scene in the graphical user interface contains preset virtual props, when the virtual scene and interactive controls in the graphical user interface are changed from the first display state to the second display state, the display state of the preset virtual props is set to the third display state.
[0031] Optionally, preset virtual props are special virtual props predefined by the developer, and their display attributes can be adjusted independently under specific interaction conditions. The recognition logic of preset virtual props can be configured based on item type, functional attributes, or scene importance.
[0032] Optionally, the third display state is a visual representation distinct from the first and second display states. This can be achieved by changing transparency, layer priority, color brightness, or saturation. The design of the third display state must ensure that the target prop has sufficient visual recognizability in complex scenes. The third display state can also be the same as the first display state (i.e., having a default color saturation). This way, when virtual scenes, interactive controls, and virtual objects in the graphical user interface change from the default color saturation to the lower saturation of the second display state, the preset virtual prop at the default color saturation can still be recognized by the user.
[0033] In one specific application of this embodiment, when a player is searching for a target virtual item (i.e., a preset virtual item) in an open-world map, and the current game scene is obscured by other player characters and NPCs, the player can trigger the interface to switch from the default color mode (as shown in the attached image) by swiping outwards with two fingers. Figure 5a (In grayscale) is changed to black and white mode (saturation reduced to zero, as shown in the attached image). Figure 5b (Represented in white), non-critical elements in the scene are faded out. If the virtual scene displayed in the graphical user interface contains the target virtual item, the target virtual item is highlighted with a high-brightness outline or displayed as a floating element while the virtual scene and interactive controls are changed to black and white mode. If the currently displayed virtual scene does not contain the target virtual item, the interface will return to color display after the player releases their finger. At this time, the player can continue to move to continue searching for the target virtual item in other virtual scenes in the open world, thus effectively avoiding the problem of low treasure hunting efficiency caused by occlusion in traditional visual search.
[0034] In an optional implementation, the preset conditions include at least one of the following: the sliding distance of at least one touch point exceeds a preset length; the sliding directions of at least two touch points conform to a preset relationship. Thus, by setting explicit touch behavior threshold conditions, it is possible to effectively distinguish between user intent and accidental touches, reducing the system's response frequency to invalid inputs while ensuring interactive sensitivity, thereby optimizing the user experience and reducing resource consumption.
[0035] For example, see attached Figure 5a As shown, when a user performs a two-finger outward swipe on the portrait-oriented graphical user interface 300 (as indicated by the arrows in the figure), the system detects that the two touch points move in opposite directions and the swipe distance exceeds a preset threshold. This is then determined to be a multi-touch operation that meets the preset conditions, i.e., the first touch operation. (See attached image.) Figure 5b As shown, at this time, the display state of the virtual scene 301 (including virtual objects 303 and 304 in the virtual scene) and the interactive control 302 is changed from the first display state (attached). Figure 5a The default color mode (in gray) is changed to the second display state (see attached image). Figure 5b The black and white area represents the changed black and white mode, enabling dynamic adjustment of the interface saturation. If only one finger is swiped outwards or the swipe distance is insufficient, this interaction mechanism will not be activated, preventing unexpected interface changes due to accidental contact.
[0036] Optionally, the logic for determining if the swipe distance exceeds a preset length needs to be based on real-time sampling and cumulative calculation of the touch trajectory. The system can determine the actual swipe distance by integrating the displacement vector within a time window and compare it with a preset threshold stored in memory. This threshold can be dynamically calibrated based on the average operating habits of the target user group, for example, by generating personalized parameters through machine learning models analyzing historical operation data.
[0037] Optionally, the determination of whether the sliding direction conforms to a preset relationship can consider the relative angle, velocity vector, and acceleration feature of the sliding trajectories of at least two touch points. For example, when the motion trajectories of two touch points exhibit a strictly symmetrical or antiparallel relationship, it can be considered to conform to the preset relationship. For instance, in a horizontal sliding scenario, a mirror-symmetric pattern formed by a left-pointing-left sliding and a right-pointing-right sliding would satisfy the condition. This design filters out random and chaotic gesture inputs through geometric constraints while retaining operational intentions that conform to specific spatial semantics, thereby improving the accuracy of gesture recognition.
[0038] Optionally, the configuration of preset conditions offers high flexibility, allowing developers to freely define the weights of condition combinations based on application scenario requirements. Preset conditions can be set such that the sliding distance of at least one touch point in a multi-touch operation exceeds a preset length, or that the sliding directions of at least two touch points in a multi-touch operation conform to a preset relationship, or even include both of the above conditions simultaneously. For example, a lower sliding distance threshold can be set in more casual games to enhance the immediacy of operation feedback, while a higher threshold can be set in more competitive games to reduce the probability of false triggers. Furthermore, a time decay factor can be introduced into the condition combinations, prioritizing multiple consecutive touch operations that meet the conditions within a short period to ensure the priority processing of critical operation commands. This dynamic adjustment capability enables the system to adapt to diverse interaction scenario requirements.
[0039] In optional implementations, the sliding direction satisfies a preset relationship, including at least one of the following: at least two touch points slide in the same direction; at least two touch points slide in opposite directions. Thus, by defining clear rules of directional consistency or symmetry, it is possible to effectively distinguish between user intent and random gesture input, improving gesture recognition accuracy while ensuring operational flexibility, thereby optimizing the stability and reliability of multi-touch interaction.
[0040] For example, see attached Figure 5a As shown, when a user performs a two-finger outward swipe on the portrait-oriented graphical user interface 300, the system detects that the two touch points are moving in opposite directions and determines that it is a multi-touch operation that meets preset conditions, that is, it determines that the first touch operation on the graphical user interface has been detected. (See attached image) Figure 5b As shown, at this time, the display state of the virtual scene 301 (including virtual objects 303 and 304 therein) and the interactive control 302 is changed from the first display state to the second display state, specifically, to achieve dynamic adjustment of the interface saturation. If the movement direction of the touch point is neither the same nor opposite, the interaction mechanism will not be activated to avoid unexpected interface changes caused by accidental operation.
[0041] Optionally, to reduce the difficulty for users to perform the first touch operation, the determination that at least two touch points slide in the same or opposite directions can have a certain margin of error. Taking a user's left and right thumbs as examples of sliding touch operations on the graphical user interface: when the touch point corresponding to the left thumb moves to the left and the touch point corresponding to the right thumb moves to the right, and the angle between the sliding directions of the two touch points is 180 degrees, the sliding directions can be determined to be opposite; when the angle between the sliding directions of the two touch points is 190 degrees or 170 degrees, the sliding directions can also be determined to be opposite; when the touch point corresponding to the left thumb moves upwards and the touch point corresponding to the right thumb also moves upwards, and the angle between the sliding directions of the two touch points is 0 degrees, the sliding directions can be determined to be the same; when the angle between the sliding directions of the two touch points is 10 degrees or -10 degrees, the sliding directions can also be determined to be the same. To balance user convenience and reduce misoperations, game developers can adjust the margin of error according to specific needs. Developers can dynamically adjust the determination parameters according to the application scenario requirements. For example, in casual games, the directional consistency threshold can be relaxed to enhance operational error tolerance, while in competitive games, the threshold can be increased to reduce the probability of accidental triggering. Furthermore, the system can introduce a context-aware mechanism, automatically adjusting the directional judgment sensitivity based on the current interface state. For instance, in complex operation scenarios, the directional matching requirement can be temporarily lowered to improve operational smoothness. This dynamic adjustment capability allows the system to adapt to diverse interaction scenario requirements.
[0042] In optional implementations, the preset conditions further include at least one of the following: the sliding direction of at least two touch points is parallel to the boundary of the graphical user interface; the sliding direction of at least two touch points is parallel to the diagonal of the graphical user interface. Thus, by defining a clear spatial symmetry relationship as the basis for gesture determination, it is possible to effectively distinguish between user intent and random gesture input, improving the accuracy of gesture recognition while ensuring operational flexibility, thereby optimizing the stability and reliability of multi-touch interaction. To further constrain the preset conditions for triggering the display state of multi-touch operations and further reduce the possibility of misoperation without excessively increasing the difficulty of operation, the sliding direction of at least two touch points in multi-touch operations can be further limited to being parallel to the boundary or diagonal of the graphical user interface. For example, see attached Figure 5a As shown, when a user performs a two-finger swipe along the left and right edges of a portrait-oriented graphical user interface, the system detects that the two touch points are moving horizontally with their trajectories parallel to the screen boundaries, and determines this as a multi-touch operation (i.e., the first touch operation) that meets preset conditions. (See attached image) Figure 5bAs shown, at this time, the display state of the virtual scene and interactive controls changes from the first display state to the second display state, realizing dynamic adjustment of the interface saturation. If the movement direction of the touch point deviates from the boundary parallel or diagonal parallel, the interaction mechanism will not be activated, avoiding unexpected interface changes due to accidental operation. For example, when the user performs two-finger sliding on the graphical user interface in a direction parallel to the diagonal of the graphical user interface (i.e., the diagonal of the terminal device display screen), and the sliding directions of the two fingers are opposite (e.g., the right thumb slides to the upper right corner of the screen, and the left thumb slides to the lower right corner of the screen), the system detects that the two touch points are moving along the diagonal of the graphical user interface in opposite directions, and determines it as a multi-touch operation that meets the preset conditions. Optionally, the determination of whether the sliding direction is parallel to the graphical user interface boundary needs to be based on coordinate system mapping and geometric constraint analysis. The system can establish a screen coordinate system model, project the motion trajectory of the touch point onto the screen edge direction vector, and calculate the cosine value of the included angle. When the cosine value is greater than 0.98, it can be determined as basically parallel. This threshold can be dynamically adjusted according to the device's sampling accuracy. In addition, the system can also introduce a velocity vector synchronization verification mechanism, that is, when the deviation between the instantaneous velocity direction of the two touch points and the boundary direction is less than 5°, the parallel relationship is further confirmed. This multi-dimensional verification mechanism can effectively filter out local directional offsets caused by finger tremors or differences in contact area.
[0043] Optionally, determining whether the sliding direction is parallel to the diagonal of the graphical user interface requires a hierarchical spatial analysis strategy. The system can decompose the touch point displacement vector into diagonal and vertical components by calculating the standard parametric equation of the screen diagonal. When the vertical component accounts for less than 10%, it can be determined to be approximately diagonally parallel; this threshold can be customized according to user operating habits. Furthermore, the system can introduce an acceleration matching algorithm within a time window; that is, when the acceleration vectors of two touch points maintain diagonal consistency for three consecutive sampling periods, the symmetry relationship is further confirmed. This dynamic verification mechanism can adapt to the differences in operating rhythms among different users.
[0044] Optionally, developers can dynamically adjust the judgment parameters for determining whether the touch point swipe direction is parallel to the graphical user interface boundary and parallel to the diagonal of the graphical user interface, based on the application scenario requirements. For example, the angle threshold can be relaxed in casual games to enhance operational error tolerance, while the threshold can be increased in competitive games to reduce the probability of false triggers. In addition, the system can also introduce a context-aware mechanism, that is, automatically adjust the spatial symmetry judgment sensitivity according to the current interface state, such as temporarily reducing the angle matching requirement in complex operation scenarios to improve operation smoothness. This dynamic adjustment capability enables the system to adapt to diverse interaction scenario requirements.
[0045] In an optional implementation, the third display state includes at least one of the following: the virtual prop is displayed at a higher level than at least one virtual object; the virtual prop is highlighted. In this way, by adjusting the visual priority, color saturation, or brightness of the target prop, differentiated presentation of key elements can be achieved in complex scenes, thereby improving the user's efficiency in identifying target locations and reducing the misjudgment rate.
[0046] For example, see attached Figure 5b As shown, after the user performs the first touch operation on the graphical user interface 300, the system sets the display level of the preset virtual prop 305 to be higher than other virtual objects (it can be higher than the player-controlled virtual object 303 and other virtual objects 304, or it can be only higher than other virtual objects 304), and highlights it. At this time, the target prop can be presented as if floating above the scene, and it can remain visible even if it is obscured by other player characters. At the same time, the edge of the prop uses a dynamic halo effect to enhance visual recognition, enabling players to quickly locate and complete the treasure hunt.
[0047] Optionally, highlighting can be achieved through various visual methods, as long as the purpose of highlighting is achieved, such as magnification, vibration, increased color brightness, added edge effects, flashing, etc.
[0048] In an optional implementation, after controlling the display state of the preset virtual prop to a third display state, the method further includes: in response to a second trigger operation on the preset virtual prop, controlling the execution of a preset operation on the preset virtual prop. In this way, by establishing a clear mapping relationship between the target virtual prop and subsequent operations, a functional loop is achieved after location identification is completed, thereby improving the integrity of user interaction and operational efficiency.
[0049] For example, after a user identifies a highlighted preset virtual item in the graphical user interface, the system detects a single-finger tap on the virtual item. This is determined to be an input event that meets the second trigger condition, triggering the virtual item's pick-up or use function. If the user does not perform a valid trigger operation, the preset virtual item remains highlighted until another multi-touch operation is triggered or other game operations are performed, after which the interface returns to normal display. After the first touch operation ends, the preset virtual item's display state can continue to remain in the third display state to facilitate subsequent operations by the player.
[0050] In an optional implementation, the saturation in the second display state is zero. This eliminates color interference to create a monochrome visual environment, enhancing the discernibility of key elements in complex scenes, thereby improving target localization efficiency and reducing the probability of misjudgment.
[0051] For example, when a user triggers a multi-touch operation that meets preset conditions on the graphical user interface, the system adjusts the overall color saturation of the virtual scene and interactive controls to zero. At this time, the interface is presented as a grayscale image, retaining only brightness and contrast information. Preset virtual props maintain their original color characteristics or are configured to a special display state in this state, enabling them to be accurately identified through differences in brightness even in a monochrome environment.
[0052] In an optional implementation, the termination of the first touch operation includes the termination of the multi-touch operation. Thus, after performing the first touch operation that triggers a change in the interface display mode, the player can choose to maintain the multi-touch operation. Even if the current multi-touch operation no longer meets the preset conditions (e.g., two fingers remain in contact with the touchscreen without sliding), the graphical user interface display state remains in the second display mode until the multi-touch operation terminates (e.g., all touch fingers leave the touchscreen or only one finger remains in contact with the touchscreen), at which point the graphical user interface display state is restored to the first display mode. By maintaining the multi-touch operation, the player can control the duration of the second display state, allowing sufficient time to find preset virtual items.
[0053] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.
[0054] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0055] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0056] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0057] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as: an information processing method, including: acquiring a first set of touch positions acting on a graphical user interface; wherein the first set of touch positions includes one or more first touch positions; calculating a second set of touch positions based on the set of touch positions; wherein the second set of touch positions includes one or more second touch positions; and adjusting the layout of interface elements in the graphical user interface based on the second touch positions.
[0058] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0059] The following is for reference. Figure 6 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 6 The electronic device 600 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0060] like Figure 6 As shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.
[0061] Memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. Memory 620 may also include one or more program modules 624, such program modules 624 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 624 may include the modules in the above-described device.
[0062] The processor 610 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0063] The processor 610 can be used to execute executable instructions stored in the memory 620 to perform the methods described above in this disclosure, such as the following method steps: an information processing method, comprising: acquiring a first set of touch positions acting on a graphical user interface; wherein the first set of touch positions includes one or more first touch positions; calculating a second set of touch positions based on the set of touch positions; wherein the second set of touch positions includes one or more second touch positions; and adjusting the layout of interface elements in the graphical user interface based on the second touch positions.
[0064] Bus 630 is used to connect different components of electronic device 600 and may include a data bus, an address bus and a control bus.
[0065] Electronic device 600 can communicate with one or more external devices 700 (such as keyboard, mouse, external controller, etc.) through I / O interface 640.
[0066] Electronic device 600 can communicate with one or more networks via network adapter 650. For example, network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 650 can communicate with other modules of electronic device 600 via bus 630.
[0067] Electronic device 600 can display a graphical user interface, such as virtual scenes or virtual characters, through display 660.
[0068] although Figure 6 Other hardware and / or software modules may also be configured in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0069] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.
[0070] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
[0071] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of 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.
[0072] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An information processing method characterized by comprising: Providing a terminal device with a graphical user interface, the graphical user interface including at least a portion of a virtual scene and at least one interactive control, the virtual scene including at least one virtual object; the method comprising: in response to a first touch operation on the graphical user interface, controlling the display state of the virtual scene and the interactive control in the graphical user interface to change from a first display state to a second display state; the first touch operation being a multi-point touch operation satisfying a preset condition, the saturation in the second display state being lower than the saturation in the first display state; in response to termination of the first touch operation, controlling the display state of the virtual scene and the interactive control in the graphical user interface to return to the first display state; if the virtual scene in the graphical user interface includes a preset virtual prop, when controlling the virtual scene and the interactive control in the graphical user interface to change from the first display state to the second display state, controlling the display state of the preset virtual prop to be a third display state.
2. The method of claim 1, the preset condition comprising at least one of: a sliding distance of at least one touch point exceeding a preset length; sliding directions of at least two touch points conforming to a preset relationship.
3. The method of claim 2, the sliding directions satisfying the preset relationship comprising at least one of: the sliding directions of at least two touch points being the same; the sliding directions of at least two touch points being opposite.
4. The method of claim 2, the preset condition further comprising at least one of: the sliding directions of at least two touch points being parallel to a boundary of the graphical user interface; the sliding directions of at least two touch points being parallel to a diagonal line of the graphical user interface.
5. The method of claim 1, the third display state comprising at least one of: a display level of the preset virtual prop being higher than the at least one virtual object; the preset virtual prop being highlighted.
6. The method of claim 1, after the controlling the display state of the preset virtual prop to be the third display state, the method further comprising: in response to a second trigger operation on the preset virtual prop, controlling a preset operation to be performed on the preset virtual prop.
7. The method of claim 1, the saturation in the second display state being zero. 8.The method of claim 1, the termination of the first touch operation comprising: the multi-point touch operation is terminated.
9. A computer program product comprising a computer program, characterized in that, the computer program is executed by a processor to implement the method of any one of claims 1 to 8.
10. An electronic device, comprising: comprising: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to implement the method of any one of claims 1 to 8 by executing the executable instructions.