Information interaction method, device and electronic device in game
By providing a graphical user interface in the game, responding to the skill release operation and displaying the second scene screen, it solves the problem that users find it difficult to obtain ultra-far skill release information, and achieves convenient information interaction and operation experience.
Patent Information
- Application Number
- CN202111160507.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-30
- Publication Date
- 2024-12-31
- Estimated Expiration
- 2041-09-30
AI Technical Summary
In game scenarios, after the ultra-far skills are released, it is difficult for users to obtain information related to the skill release in an easy way. The existing operation methods are complex and are not conducive to information acquisition.
By providing a graphical user interface, responding to skill release operations, controlling the virtual object to release skills and moving the skill logo in the game scene, triggering the specified control and displaying the second scene screen containing the skill release. The second scene screen moves with the skill logo, providing convenient Information interaction method.
This method allows users to easily view the skill release process and related information, and the operation is simple, which improves the convenience and richness of obtaining relevant information of skill release.
Smart Images

Figure CN113813604B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to an information interaction method, device and electronic equipment in a game. Background Art
[0002] In the game scene, some game characters can release ultra-long-range skills. After the ultra-long-range skills are released, the attack distance of the skills or the release range of the skills is far, usually beyond the range of the game scene screen displayed in the interface. At this time, if the user wants to view the result of the skill release, or view the scene passed during the skill release, it is necessary to manually control the movement of the game scene screen in the interface; for example, manually control the movement of the field of view frame in the small map, or slide the game scene in the interface, both of which can control the movement of the game scene screen in the interface. However, this method is more complicated to operate, which is not conducive to users obtaining information related to skill release. Summary of the invention
[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for information interaction in a game, so as to conveniently obtain information related to skill release.
[0004] In a first aspect, an embodiment of the present invention provides an information interaction method in a game, providing a graphical user interface through a terminal device, the graphical user interface including a first scene screen in a game scene; the first scene screen includes a virtual object; the method includes: responding to a release operation for a first skill, controlling the virtual object to release the first skill, and controlling the skill identifier of the first skill to move in the game scene; responding to a trigger operation for a specified control, displaying a second scene screen in the game scene in the graphical user interface; wherein the second scene screen includes the skill identifier of the first skill.
[0005] The second scene screen changes as the skill identifier of the first skill moves.
[0006] The above method also includes: in response to a release operation for the first skill, displaying a specified control in a graphical user interface.
[0007] The above-mentioned graphical user interface includes a first skill control for a first skill; the first skill control is used to: release the first skill; the above-mentioned step of displaying a specified control in the graphical user interface in response to the release operation of the first skill includes: responding to a trigger operation acting on the first skill control to display the first skill control in a specified display format; wherein the specified display format is different from the display format of the first skill control before the first skill is released; and the first skill control under the specified display format is used as the specified control.
[0008] The above-mentioned specified display format is used to indicate that: the first skill is in a cooling state, and / or, the first skill control is triggered to display the second scene screen.
[0009] After the above-mentioned step of responding to the trigger operation acting on the first skill control and displaying the first skill control in a specified display format, the method also includes: displaying prompt information at a specified position of the first skill control; wherein the prompt information is used to prompt: trigger the first skill control to display the second scene screen.
[0010] The above-mentioned step of displaying the second scene screen in the game scene in the graphical user interface in response to the trigger operation of the designated control includes: responding to the trigger operation of the designated control, switching the first scene screen in the graphical user interface to the second scene screen.
[0011] The above-mentioned graphical user interface includes a map area; the map area is used to display a scene map of a game scene; the above-mentioned step of displaying a second scene screen in the game scene in the graphical user interface in response to a trigger operation for a specified control includes: responding to a trigger operation for a specified control, switching the scene map in the map area to display the second scene screen.
[0012] The above-mentioned map area occupies a first area range in the graphical user interface; the above-mentioned step of switching the scene map in the map area to display a second scene screen in response to a trigger operation on a specified control includes: responding to a trigger operation on a specified control, controlling the map area to expand to a second area range, and switching the scene map to display a second scene screen in the expanded map area; wherein the second area range is larger than the first area range.
[0013] The above method also includes: responding to a trigger end operation on a designated control, controlling the map area to shrink to a first area range, and controlling the second scene screen to switch and display as a scene map.
[0014] The above-mentioned step of switching the scene map in the map area to the second scene screen in response to the trigger operation of the designated control includes: responding to the touch operation on the designated control, switching the scene map in the map area to display the second scene screen; responding to the touch sliding operation on the designated control, controlling the second scene screen to zoom in or out.
[0015] The above-mentioned step of displaying the second scene screen in the game scene in the graphical user interface in response to the trigger operation of the specified control includes: generating a scene display area in the graphical user interface in response to the trigger operation of the specified control; and displaying the second scene screen in the scene display area.
[0016] In a second aspect, an embodiment of the present invention provides an information interaction device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface includes a first scene screen in a game scene; the first scene screen includes a virtual object; the device includes: a skill release module, which is used to respond to a release operation for a first skill, control the virtual object to release the first skill, and control the skill identifier of the first skill to move in the game scene; a screen display module, which is used to respond to a trigger operation for a specified control, and display a second scene screen in the game scene in the graphical user interface; wherein the second scene screen includes the skill identifier of the first skill.
[0017] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the information interaction method in the above-mentioned game.
[0018] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the information interaction method in the above-mentioned game.
[0019] The embodiments of the present invention bring the following beneficial effects:
[0020] The information interaction method, device and electronic device in the above-mentioned game respond to the release operation for the first skill, control the virtual object to release the first skill, and control the skill identifier of the first skill to move in the game scene; respond to the trigger operation for the specified control, and display the second scene screen in the game scene in the graphical user interface; wherein the second scene screen includes the skill identifier of the first skill. In this method, when the skill is released, the scene screen containing the released skill can be displayed by triggering the specified control. Compared with the method of using the field of view frame in the small map or sliding the scene screen, the method of this embodiment is convenient to operate, and can make the user more focused on viewing the scene screen containing the skill identifier, which is conducive to the user obtaining more information related to the release of skills.
[0021] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0022] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0024] Figure 1 A flowchart of an information interaction method in a game provided by an embodiment of the present invention;
[0025] Figure 2 An interactive schematic diagram of a scene screen display provided by an embodiment of the present invention;
[0026] Figure 3 Another interactive schematic diagram of a scene screen display provided by an embodiment of the present invention;
[0027] Figure 4 Another interactive schematic diagram of a scene screen display provided by an embodiment of the present invention;
[0028] Figure 5 Another interactive schematic diagram of a scene screen display provided by an embodiment of the present invention;
[0029] Figure 6 Another interactive schematic diagram of a scene screen display provided by an embodiment of the present invention;
[0030] Figure 7 A schematic diagram of the structure of an information interaction device in a game provided by an embodiment of the present invention;
[0031] Figure 8 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0032] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.
[0033] In relevant game scenes, after a virtual character releases a super-long skill, the skill starts to be released from the virtual character and moves in the direction of release in the game scene. In the minimap, the movement trajectory of the skill logo can usually be displayed. When the skill hits the target, the skill logo will disappear at the location where the target is hit in the map. When the skill does not hit the target, the skill logo will disappear at the edge of the map. Users can view the movement trajectory of the skill and whether it hits the target through the minimap. However, in many cases, after releasing a super-long skill, the user still wants to know more information, such as which virtual characters or buildings the skill will pass along the way, whether the skill hits the character you want to attack, etc., but this information will not be displayed on the minimap.
[0034] In order to view the above information, when the released skill exceeds the current game scene screen, it is necessary to continue to view the scene screen containing the skill; at this time, the user needs to control the movement of the field of view frame in the small map to control the game scene screen to move with the movement of the skill; in mobile games, users can also slide the scene screen with their fingers to make the scene screen move according to the movement of the skill. However, this way of viewing the scene screen is more complicated and is not conducive to users obtaining information related to skill release.
[0035] Based on the above, an embodiment of the present invention provides an information interaction method, device and electronic device in a game. The technology can be applied to the display control of scene pictures in games or other virtual scenes, and in particular, can be applied to the display control of scene pictures after the release of ultra-long-range skills or large-range skills.
[0036] In one embodiment of the present disclosure, the information interaction method in the game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the information interaction method in the game 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.
[0037] In an optional implementation, 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 game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information interaction method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0038] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0039] In a possible implementation, an embodiment of the present invention provides an information interaction method in a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. A graphical user interface is provided through the terminal device, and the graphical user interface includes a first scene screen in a game scene; the first scene screen includes a virtual object; the virtual object may be an object controlled by a user, and the user controls the virtual object to move in the game scene or perform an attack operation. During the movement of the virtual object, the virtual camera follows the movement of the virtual object, so that the first scene screen changes continuously with the movement of the virtual object. In most cases, the virtual object is located at the center of the first scene screen.
[0040] like Figure 1 As shown, the information interaction method in the game provided by this embodiment includes the following steps:
[0041] Step S102, in response to a release operation for the first skill, controlling the virtual object to release the first skill, and controlling the skill identifier of the first skill to move in the game scene;
[0042] A skill release control is provided in the graphical user interface. By triggering the skill release control corresponding to the first skill, the above-mentioned release operation for the first skill can be performed, the first skill is released from the virtual object controlled by the user, and the skill identifier of the first skill starts to move from the virtual object. When the first skill is a target attack skill, before the first skill is released, the release direction of the first skill can be determined by controlling the skill release control. After the first skill is released, the skill identifier of the first skill moves along the skill release direction. After the first skill is released, the skill identifier of the first skill is displayed in the game scene. The skill identifier can be set with a specific color, shape or animation effect to indicate that the first skill has been released, as well as the release direction, orientation, whether the target is hit, etc. of the first skill.
[0043] It is understandable that the graphical user interface can usually only display the scene screen of a part of the game scene. When the attack distance of the first skill is short, the skill logo of the first skill moves in the current first scene screen and usually does not exceed the first scene screen. However, when the attack distance of the first skill is long, the skill logo of the first skill moves to the edge of the first scene screen and moves out of the first scene screen. At this time, the skill logo of the first skill is no longer displayed in the graphical user interface.
[0044] Step S104, in response to the triggering operation on the designated control, a second scene screen in the game scene is displayed in the graphical user interface; wherein the second scene screen includes a skill identifier of the first skill.
[0045] In most cases, the first scene screen containing the virtual object will be displayed in the graphical user interface. In this embodiment, when the skill identifier of the first skill moves out of the first scene screen, in order to continue to view the game scene through which the first skill passes during the release process, a designated control can be set in the graphical user interface, and the designated control can be clicked, long pressed, slid, etc., to achieve the triggering operation for the designated control. In order to avoid misoperation, the designated control can be displayed after the first skill is triggered. After the designated control is triggered, the second scene screen begins to be displayed in the graphical user interface, and the second scene screen includes the skill identifier of the first skill. When the release distance of the first skill is far, the second scene screen is different from the first scene screen. When the skill identifier of the first skill is moving, the second scene screen changes with the movement of the skill identifier of the first skill. Specifically, the virtual camera can move with the movement of the skill identifier of the first skill, and the second scene screen is also constantly changing until the first skill hits the target or moves out of the game scene.
[0046] The display of the second scene screen can be realized in a variety of ways. For example, the display area of the first scene screen can be switched to the second scene screen, and the first scene screen is no longer displayed; or the first scene screen can be displayed on the basis of the display of the first scene screen, and the second scene screen can be displayed in a designated area to realize the simultaneous display of the first scene screen and the second scene screen may cover part of the first scene screen. When the triggering operation of the designated control ends or the designated control is triggered again, the second scene screen can no longer be displayed, and only the first scene screen is displayed.
[0047] In the information interaction method in the above game, in response to the release operation for the first skill, the virtual object is controlled to release the first skill, and the skill identifier of the first skill is controlled to move in the game scene; in response to the trigger operation for the designated control, the second scene screen in the game scene is displayed in the graphical user interface; wherein the second scene screen includes the skill identifier of the first skill. In this method, when the skill is released, the scene screen containing the released skill can be displayed by triggering the designated control. Compared with the method of using the field of view frame in the small map or sliding the scene screen, the method of this embodiment is convenient to operate, and can make the user more focused on viewing the scene screen containing the skill identifier, which is conducive to the user obtaining more information related to the release of skills.
[0048] In a specific implementation, when the first skill is released, a designated control is displayed. That is, in response to the release operation for the first skill, the designated control is displayed in the graphical user interface. Specifically, a variety of controls are usually displayed in the graphical user interface, for example, a movement control for controlling the movement of a virtual object, and skill controls for various skills. When the first skill is released, the designated control can be generated and displayed in a place where the control is not displayed in the graphical user interface. The user triggers the designated control, and the graphical user interface displays the second scene screen. When the first skill hits the target, or the first skill moves out of the game scene, the designated control is undisplayed.
[0049] In the above method, it is necessary to add a new control in the graphical user interface after the skill is released. In another implementation method, the function of the above-mentioned designated control can be implemented through an existing control. Specifically, the graphical user interface includes a first skill control for the first skill; the first skill control is used to: release the first skill; after the user triggers the first skill control, the virtual object can be controlled to release the first skill. After the first skill is released, the first skill is in a cooling state for a period of time, and the first skill control is in a state that cannot be triggered, so the first skill control has no function and effect during this period of time. Based on this, the first skill control in a state that cannot be triggered can be used as a designated control, thereby reducing the amount of controls set in the graphical user interface.
[0050] Specifically, in response to a triggering operation acting on the first skill control, the first skill control is displayed in a specified display format; wherein the specified display format is different from the display format of the first skill control before the first skill is released; and the first skill control in the specified display format is used as the specified control. Before the first skill control is triggered, the display format of the first skill control is usually used to indicate that the first skill can be released; after the first skill is released, when the first skill is in a cooling state, the first skill control is displayed in the above-mentioned specified display format, and the specified display format is used to indicate that the first skill is in a cooling state. Since the states of the first skill before and after the release are different, the above-mentioned specified display format is different from the display format of the first skill control before the first skill is released. In most cases, the cooling time of the first skill is longer than the time from the release of the first skill to hitting the target, and also longer than the time from the release of the first skill to moving out of the game scene. Based on this, the first skill control in the specified display format is used as the specified control, and the first skill control in the cooling state is given a new function, which can improve the utilization rate of the skill control without affecting the release of the skill.
[0051] After the first skill is released, the specified display format of the first skill control can be in a variety of ways. After the first skill is released, the specified display format of the first skill control is used to indicate that the first skill is in a cooling state, and the specified display format is mostly grayscale display. In addition, the specified display format can also be used to indicate that the first skill control is triggered to display the second scene screen. Therefore, in the specified display format, the icon on the first skill control can be different from the picture on the first skill control before the first skill is released. The icon is used to indicate that the first skill control is triggered to display the second scene screen. Therefore, in the specific implementation, the specified display format of the first skill control can have the functions of indicating that the first skill is in a cooling state and indicating that the first skill control is triggered to display the second scene screen; the specified display format of the first skill control can also only have the function of indicating that the first skill is in a cooling state, or indicating that the first skill control is triggered to display the second scene screen. It should be noted that if the specified display format of the first skill control only has the function of indicating that the first skill is in a cooling state, triggering the first skill control can also display the second scene screen, so the user needs to be familiar with the function of the first skill control.
[0052] For novice users, after the first skill is released, if the specified display format only has the function of indicating that the first skill is in a cooling state, it may be difficult for the user to know that triggering the first skill control can display the second scene screen. At this time, after the first skill control is displayed in the specified display format, a prompt message is displayed at the specified position of the first skill control; wherein, the prompt message is used to prompt: trigger the first skill control to display the second scene screen. For example, after the first skill is released, the first skill control is in an untriggerable state, and the prompt message can be displayed at a position around the first skill control to prompt the user to trigger the first skill control at this time, and the second scene screen can be displayed in the graphical user interface. When the user triggers the first skill control, the prompt message is canceled, or the prompt message is automatically canceled after being displayed for a specified period of time. This method can help users become familiar with the new function that the first skill control can control the display of the second scene screen after the first skill is released, and improve the convenience of the scene screen display operation.
[0053] The following embodiments describe various implementations of displaying a second scene screen in a game scene in a graphical user interface.
[0054] In one method, in response to a trigger operation on a specified control, the first scene screen in the graphical user interface is switched to the second scene screen. For example, by clicking the specified control, the first scene screen is switched to the second scene screen, and the first scene screen is covered by the second scene screen and is no longer displayed; by clicking the specified control again, the second scene screen is switched to the first scene screen. For another example, by long pressing the specified control, the first scene screen is switched to the second scene screen, and by releasing the specified control, the second scene screen is switched to the first scene screen. Figure 2 As shown, a first scene screen including a virtual object is displayed in the graphical user interface. After the designated control is triggered, a second scene screen including a skill identifier of the first skill is displayed in the graphical user interface. Figure 3 In this method, the display area for displaying the second scene screen is larger, and the game scene through which the skill logo of the first skill passes during the movement can be displayed more clearly. The user can obtain various detailed information along the skill release, which improves the convenience of the user in obtaining relevant information about the skill release and the richness of the information obtained.
[0055] In another way, the second scene screen can be displayed in a local area of the graphical user interface, so that the first scene screen and the second scene screen are displayed simultaneously in the graphical user interface. Specifically, the graphical user interface includes a map area; the map area is used to display the scene map of the game scene; the map area is usually displayed above the first scene screen, and the display priority of the map area is higher than the first scene screen, so the map area will block part of the first scene screen. The map area is also commonly referred to as a mini map. In response to a trigger operation for a specified control, the scene map in the map area is switched to display the second scene screen. After the specified control is triggered, the second scene screen is displayed in the map area, and the scene map is covered by the second scene screen and is no longer displayed, such as Figure 4 As shown. The trigger operation for the specified control can be a click operation on the specified control, or a long press operation on the specified control. This method allows the user to watch the first scene screen and the second scene screen at the same time, achieving simultaneous consideration of multiple scene screens.
[0056] Specifically, considering that the map area is small, the user may not be able to clearly see the more detailed picture information in the second scene picture when viewing the second scene picture through the map area. In order to avoid this problem, in this embodiment, when the map area displays the scene map, the map area occupies a first area range in the graphical user interface; the first area range is as follows: Figure 3 As shown, the area occupied by the map area. In response to the trigger operation of the specified control, the map area is controlled to expand to the second area, and in the expanded map area, the scene map is switched to display the second scene screen; wherein the second area is larger than the first area. Figure 5 As shown, after the specified control is triggered, the map area is enlarged, and the scene map displayed in the map area is switched to the second scene screen. The second area range is as follows Figure 5 The second area is larger than the first area, which can also be understood as the area of the second area is larger than the area of the first area, and the second area and the first area can be different in position and shape.
[0057] In addition, in response to the trigger end operation for the designated control, the map area is controlled to be reduced to the first area range, and the second scene screen is controlled to switch and display as a scene map. When the user does not need to view the second scene screen, the trigger end operation for the designated control can be performed. At this time, the map area is reduced to the first area range, and the scene map is restored in the reduced area. In actual implementation, the trigger operation for the designated control can be specifically a long press operation on the designated control, and the trigger end operation for the designated control can be specifically a long press end operation on the designated control. Of course, the trigger operation of the designated control can also be a click operation on the designated control, and the trigger end operation for the designated control can be a click operation on the designated control again. In the above method, by enlarging the regional area, it is beneficial for the user to view more detailed screen information during the skill release process, thereby improving the convenience of the user in obtaining information.
[0058] When the regional area displays the second scene screen, the second scene screen can also be controlled to be enlarged or reduced. Specifically, in response to the touch operation acting on the designated control, the scene map in the map area is switched to display the second scene screen; in response to the touch sliding operation acting on the designated control, the second scene screen is controlled to be enlarged or reduced. For example, when the designated control is long pressed, the scene map in the map area is switched to display the second scene screen. When the designated control is long pressed, the second scene screen can be controlled to be enlarged by sliding the designated control upward, and the second scene screen can be controlled to be reduced by sliding the designated control downward. Since the area range of the map area is fixed, after enlarging the second scene screen, the user can view more detailed scene information in the second scene screen, but the field of view of the second scene screen will become smaller; after reducing the second scene screen, the field of view of the second scene screen will become larger, which is conducive to the user viewing the macro information in the second scene screen. The map area here can be a map area within the first area, or it can be a map area within the expanded second area.
[0059] In the third mode, in response to the triggering operation on the designated control, a scene display area is generated in the graphical user interface; and the second scene screen is displayed in the scene display area. The scene display area can be pre-set in the graphical user interface, and when the designated control is triggered, the second scene screen is displayed in the scene display area. The second scene screen is usually displayed on top of the first scene screen and partially covers the first scene screen. Figure 6 As an example, the scene display area is set in the top area of the graphical user interface. In this way, the user can view the first scene screen and the second scene screen at the same time, realizing the simultaneous consideration of multiple scene screens.
[0060] Corresponding to the above method embodiment, see Figure 7The information interaction device in a game shown in the figure provides a graphical user interface through a terminal device, and the graphical user interface includes a first scene screen in a game scene; the first scene screen includes a virtual object; the device includes:
[0061] A skill release module 70, for responding to a release operation for the first skill, controlling the virtual object to release the first skill, and controlling the skill identifier of the first skill to move in the game scene;
[0062] The screen display module 72 is used to respond to the trigger operation on the specified control and display the second scene screen in the game scene in the graphical user interface; wherein the second scene screen includes the skill identifier of the first skill.
[0063] In the information interaction device in the above game, in response to the release operation for the first skill, the virtual object is controlled to release the first skill, and the skill identifier of the first skill is controlled to move in the game scene; in response to the trigger operation for the designated control, the second scene screen in the game scene is displayed in the graphical user interface; wherein the second scene screen includes the skill identifier of the first skill. In this method, when the skill is released, the scene screen containing the released skill can be displayed by triggering the designated control. Compared with the method of using the field of view frame in the small map or sliding the scene screen, the method of this embodiment is convenient to operate, and can make the user more focused on viewing the scene screen containing the skill identifier, which is conducive to the user obtaining more information related to the release of skills.
[0064] The second scene screen changes as the skill identifier of the first skill moves.
[0065] The above-mentioned device also includes a control display module, which is used to: respond to the release operation of the first skill and display the specified control in the graphical user interface.
[0066] The above-mentioned graphical user interface includes a first skill control for a first skill; the first skill control is used to: release the first skill; the above-mentioned control display module is also used to: respond to a trigger operation acting on the first skill control, and display the first skill control in a specified display format; wherein the specified display format is different from the display format of the first skill control before the first skill is released; the first skill control under the specified display format is used as the designated control.
[0067] The above-mentioned specified display format is used to indicate that: the first skill is in a cooling state, and / or, the first skill control is triggered to display the second scene screen.
[0068] The above-mentioned device also includes an information display module, which is used to: display prompt information at a specified position of the first skill control; wherein the prompt information is used to prompt: trigger the first skill control to display the second scene screen.
[0069] The above-mentioned screen display module is also used to: respond to a trigger operation on a specified control and switch the first scene screen in the graphical user interface to a second scene screen.
[0070] The above-mentioned graphical user interface includes a map area; the map area is used to display the scene map of the game scene; the above-mentioned screen display module is also used to: respond to the trigger operation of the specified control, and switch the scene map in the map area to display the second scene screen.
[0071] The above-mentioned map area occupies a first area range in the graphical user interface; the above-mentioned screen display module is also used to: respond to a trigger operation on a specified control, control the map area to expand to a second area range, and in the expanded map area, switch the scene map to display a second scene screen; wherein the second area range is larger than the first area range.
[0072] The above-mentioned device also includes a screen switching module, which is used to: respond to the trigger end operation of the specified control, control the map area to shrink to the first area range, and control the second scene screen to switch and display as a scene map.
[0073] The above-mentioned screen display module is also used to: respond to a touch operation on a designated control to switch the scene map in the map area to display a second scene screen; respond to a touch sliding operation on a designated control to control the second scene screen to zoom in or out.
[0074] The above-mentioned screen display module is also used to: generate a scene display area in the graphical user interface in response to a trigger operation on a specified control; and display a second scene screen in the scene display area.
[0075] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the information interaction method in the above game. The electronic device can be a server or a terminal device.
[0076] See also Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the information interaction method in the above game.
[0077] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0078] The memory 101 may include a high-speed random access memory (RAM), and may also include a 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 realized 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, etc. The bus may 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 only one type of bus.
[0079] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0080] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the information interaction method in the above game.
[0081] The computer program product of the information interaction method, device, electronic device and storage medium in the game provided by the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0082] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0083] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0084] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art 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, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. 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, etc., which can store program codes.
[0085] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0086] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A method for information interaction in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a first scene screen in a game scene; The first scene picture includes a virtual object; and the method includes: In response to a release operation for a first skill, controlling the virtual object to release the first skill, and controlling a skill identifier of the first skill to move in the game scene; The graphical user interface includes a first skill control for the first skill; the first skill control is used to: release the first skill; In response to a triggering operation on the first skill control, displaying the first skill control in a specified display format; wherein the specified display format is different from the display format of the first skill control before the first skill is released; and using the first skill control in the specified display format as a specified control; In response to a trigger operation on the designated control, a second scene screen in the game scene is displayed in the graphical user interface; wherein the second scene screen includes a skill identifier of the first skill; The step of displaying a second scene screen in the game scene in the graphical user interface in response to a trigger operation on the designated control comprises: In response to a trigger operation on the designated control, switching the first scene screen in the graphical user interface to the second scene screen; The second scene image changes with the movement of the skill identifier of the first skill; When the triggering operation on the designated control ends, the second scene screen is no longer displayed, and only the first scene screen is displayed.
2. The method according to claim 1, characterized in that The specified display format is used to indicate that: the first skill is in a cooling state, and / or, the first skill control is triggered to display the second scene screen.
3. The method according to claim 1, characterized in that After the step of displaying the first skill control in a specified display format in response to a triggering operation acting on the first skill control, the method further includes: Display prompt information at a designated position of the first skill control; wherein the prompt information is used to prompt: trigger the first skill control to display the second scene screen.
4. The method according to claim 1, characterized in that: The graphical user interface includes a map area; the map area is used to display a scene map of the game scene; The step of displaying a second scene screen in the game scene in the graphical user interface in response to a trigger operation on a designated control comprises: In response to a trigger operation on a designated control, the scene map in the map area is switched to be displayed as the second scene screen.
5. The method according to claim 4, characterized in that The map area occupies a first area range in the graphical user interface; The step of switching and displaying the scene map in the map area as the second scene screen in response to the trigger operation on the designated control includes: In response to a trigger operation on a designated control, the map area is controlled to expand to a second area range, and in the expanded map area, the scene map is switched to display the second scene screen; wherein the second area range is larger than the first area range.
6. The method according to claim 5, characterized in that The method further comprises: In response to the trigger end operation for the designated control, the map area is controlled to be reduced to the first area range, and the second scene screen is controlled to switch and display as the scene map.
7. The method according to claim 4, characterized in that In response to a trigger operation on a designated control, the step of switching the scene map in the map area to the second scene screen includes: In response to a touch operation on the designated control, switching the scene map in the map area to display the second scene picture; In response to a touch sliding operation on the designated control, the second scene image is controlled to be zoomed in or out.
8. The method according to claim 1, characterized in that In response to a trigger operation on a designated control, the step of displaying a second scene screen in the game scene in the graphical user interface comprises: In response to a trigger operation on a designated control, a scene display area is generated in the graphical user interface; and the second scene image is displayed in the scene display area.
9. An information interaction device in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a first scene screen in a game scene; The first scene picture includes a virtual object; and the device includes: A skill release module, configured to respond to a release operation for a first skill, control the virtual object to release the first skill, and control the skill identifier of the first skill to move in the game scene; A screen display module, configured to respond to a trigger operation on a designated control and display a second scene screen in the game scene in the graphical user interface; wherein the second scene screen includes a skill identifier of the first skill; The graphical user interface includes a first skill control for the first skill; the first skill control is used to: release the first skill; The screen display module is further used to respond to the triggering operation acting on the first skill control and display the first skill control in a specified display format; wherein the specified display format is different from the display format of the first skill control before the first skill is released; and the first skill control in the specified display format is used as the specified control; The screen display module is further used to respond to a trigger operation on a specified control and switch the first scene screen in the graphical user interface to the second scene screen; The second scene image changes with the movement of the skill identifier of the first skill; When the triggering operation on the designated control ends, the second scene screen is no longer displayed, and only the first scene screen is displayed.
10. An electronic device, characterized in that: It 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 interaction method in the game described in any one of claims 1-8.
11. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the information interaction method in a game as described in any one of claims 1-8.