An information processing method, device, electronic device and storage medium in a game
By displaying the orientation and status of the target area in real time in the game interface, the problem of players' inefficiency when looking for evacuation areas is solved, and the speed of the game process and the efficiency of human-computer interaction is improved.
Patent Information
- Application Number
- CN202210265419.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-17
- Publication Date
- 2025-06-13
- Estimated Expiration
- 2042-03-17
AI Technical Summary
In third-person shooting games, players need to rely on memory or exploration when looking for evacuation areas, resulting in slow game progress, low human-computer interaction efficiency and long game time.
By providing scene map controls and area identification controls in the game interface, the orientation information and current status of the target area are displayed in real time, helping players quickly locate and evacuate.
It improves the efficiency of players finding evacuation areas in the game, shortens game time, and enhances the fluency of human-computer interaction.
Smart Images

Figure CN114832388B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of games, and in particular, to an information processing method, device, electronic device, and storage medium in a game. Background Art
[0002] With the development of the game industry, there are more and more game types. Among them, third-person shooting games (TPS) are loved by the majority of players for their unique charm. In many TPS games, a multiplayer battle survival gameplay - in-game evacuation gameplay has emerged. After participating in the battle, players need to collect supplies, find an evacuation area after meeting the escape conditions, and can successfully evacuate from this game after staying in the evacuation area for a specified time.
[0003] Currently, when a player enters this game, the number of evacuation areas in this game and the fixed positions of the evacuation areas in the virtual scene are usually informed in the game interface of this game. However, it takes a lot of time for players to find the fixed evacuation areas by memory or exploration, which easily leads to a slow game process, low human-computer interaction efficiency, and a long game time for a single game session. Summary of the Invention
[0004] In view of this, the purpose of the present application is to provide an information processing method, device, electronic device, and storage medium in a game, which can enable players to quickly reach the target area where they can evacuate and complete the evacuation in time, speed up the game process, and improve the human-computer interaction efficiency.
[0005] In a first aspect, an embodiment of the present application provides an information processing method in a game. A game interface is provided through a terminal device. The game interface includes a game screen and a control interface. The game screen includes a virtual scene of the current virtual battle task. The control interface includes a scene map control. The method includes:
[0006] In response to the current virtual battle task meeting a preset condition, control at least one target area to be generated in the virtual scene;
[0007] According to the orientation information of the at least one target area in the virtual scene, at least one corresponding position identifier is generated at a position corresponding to the orientation information in the scene map corresponding to the scene map control, and at least one area identifier control corresponding to the at least one target area is generated in the control interface;
[0008] In response to an activation behavior performed by a virtual object in the target area, obtain the current area status information of the target area, and adjust the display parameters of the area identifier control according to the current area status information to represent the current area status information;
[0009] Determine that the virtual object has completed evacuation from the target area in response to the evacuation behavior performed by the virtual object in the target area.
[0010] In an alternative embodiment of the present application, the method further includes:
[0011] Synchronize the current area status information of the target area to all surviving virtual objects in the current virtual battle task.
[0012] In an alternative embodiment of the present application, the method further includes:
[0013] Send the current area status information represented by the display parameters of the adjusted area identification control to the game interfaces of at least one other virtual object, where the other virtual object belongs to the same camp as the virtual object.
[0014] In an alternative embodiment of the present application, the preset conditions include at least one of the following items:
[0015] The game process of the current virtual battle task reaches a preset time point;
[0016] The virtual objects in the current virtual battle task reach a specified position; the specified position is the generation position of any target area in the virtual scene or the trigger position preset in the virtual scene for triggering the generation of any target area;
[0017] The number of surviving virtual objects in the current virtual battle task reaches a set number;
[0018] The proportion of the first area in the entire virtual scene reaches a preset value; wherein, the first area is the area determined according to the area reduction rule for restricting the virtual object from performing the virtual battle task.
[0019] In an alternative embodiment of the present application, the current area status information includes any one of the following items:
[0020] Startup departure state, ready-to-depart state, waiting-to-depart state, cooling state, and destruction state.
[0021] In an alternative embodiment of the present application, the method further includes:
[0022] In response to the virtual object entering the target area before activation, display an activation prompt message in the control interface;
[0023] Steps of obtaining the current area status information of the target area in response to the activation behavior performed by the virtual object in the target area, and adjusting the display parameters of the area identification control according to the current area status information, include:
[0024] After displaying the activation prompt information, in response to the activation behavior performed by the virtual object in the target area, obtain the current area status information of the activated target area, adjust the current area status information of the activated target area to the start-to-leave state, and adjust the display parameters of the area identification control according to the start-to-leave state.
[0025] In an alternative embodiment of the present application, the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information further include:
[0026] In response to the target area in the virtual scene being within the first area, obtain the current area status information of the target area within the first area, adjust the current area status information of the target area within the first area to the destroyed state, and adjust the display parameters of the area identification control according to the destroyed state, where the first area is an area determined according to the area reduction rule for restricting the virtual object from performing the virtual battle task.
[0027] In an alternative embodiment of the present application, the method further includes:
[0028] After the current area status information of the target area within the first area is adjusted to the destroyed state, regenerate the destroyed target area in the non-first area of the virtual scene, and send a prompt message for prompting the virtual object that the target area is regenerated in the virtual scene.
[0029] In an alternative embodiment of the present application, the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information further include:
[0030] In response to the preparation-to-leave behavior performed by the virtual object in the target area, obtain the current area status information of the target area, adjust the current area status information of the target area to the preparation-to-leave state, and adjust the display parameters of the area identification control according to the preparation-to-leave state.
[0031] In an alternative embodiment of the present application, the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information further include:
[0032] In response to the vehicle in the virtual scene being within the target area, obtain the current area status information of the target area where the vehicle is located, adjust the current area status information of the target area where the vehicle is located to the waiting-to-leave state, and adjust the display parameters of the area identification control according to the waiting-to-leave state, where the vehicle is used to carry the virtual object to assist the virtual object in evacuating from the target area.
[0033] In an alternative embodiment of the present application, the method further includes:
[0034] After the current area status information of the target area where the vehicle is located is adjusted to the waiting-to-leave state, generate a vehicle carrying quantity control in the control interface;
[0035] In response to the evacuation behavior performed by the virtual object in the target area, determining the step of the virtual object completing the evacuation in the target area includes:
[0036] In response to the evacuation behavior performed by the virtual object in the target area, reduce the current carrying quantity of the vehicle, and adjust the display parameters of the vehicle carrying quantity control according to the current carrying quantity of the vehicle to represent the current carrying quantity of the vehicle;
[0037] In response to the evacuation conditions satisfied by the virtual object in the target scene, determine that the virtual object has completed the evacuation in the target area.
[0038] In an alternative embodiment of the present application, the evacuation conditions satisfied by the virtual object in the target scene include at least one of the following items:
[0039] The number of virtual objects performing the evacuation behavior in the target area reaches the preset quantity requirement;
[0040] There is an early evacuation behavior of the virtual object in the target area;
[0041] The current area status information of the target area is adjusted to the destroyed state.
[0042] In an alternative embodiment of the present application, the method further includes:
[0043] After determining that the virtual object has completed the evacuation in the target area, adjust the current area status information of the target area to the cooling state, and adjust the display parameters of the area identification control according to the cooling state.
[0044] In an alternative embodiment of the present application, the method further includes:
[0045] After the current area status information of the target area is adjusted to the cooling state, in response to the end condition of the cooling time corresponding to the cooling state, the current area status information is continuously adjusted to the waiting-to-leave state, and the display parameters of the area identification control are adjusted according to the waiting-to-leave state.
[0046] In an alternative embodiment of the present application, the method further includes:
[0047] When the current virtual battle task meets the preset settlement conditions, it triggers the entry into the settlement session of the current virtual battle task;
[0048] Among them, the preset settlement conditions include any one of the following items:
[0049] The virtual object in the current virtual battle task completes the evacuation from the target area;
[0050] All the virtual objects that are not eliminated in the current virtual battle task complete the evacuation from the target area.
[0051] In a second aspect, an information processing device in a game is provided in an embodiment of the present application. A game interface is provided through a terminal device. The game interface includes a game screen and a control interface. The game screen includes a virtual scene of the current virtual battle task. The control interface includes a scene map control. The device includes:
[0052] An area generation module, configured to control the generation of at least one target area in the virtual scene in response to the current virtual battle task meeting the preset conditions;
[0053] A control generation module, configured to generate at least one corresponding position identifier at a position corresponding to the orientation information in the scene map corresponding to the scene map control according to the orientation information of the at least one target area in the virtual scene, and generate at least one area identification control corresponding to the at least one target area in the control interface;
[0054] A parameter adjustment module, configured to obtain the current area status information of the target area in response to an activation behavior performed by a virtual object in the target area, and adjust the display parameters of the area identification control according to the current area status information to characterize the current area status information;
[0055] An evacuation response module, configured to determine that the virtual object has completed the evacuation from the target area in response to an evacuation behavior performed by the virtual object in the target area.
[0056] In a third aspect, an embodiment of the present application provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus, and the processor executes the machine-readable instructions to perform the steps of any one of the above methods.
[0057] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of any one of the above methods.
[0058] The information processing method in the game provided by the embodiment of the present application has the following beneficial effects:
[0059] Compared with the prior art solution where players rely on memory or exploration to find a fixed evacuation area, which takes a relatively long time, in the present application, by displaying a position identifier for representing the orientation information of the target area in the virtual scene on the scene map and the current area status information of the target area corresponding to the display parameters of the adjusted area identifier control on the control interface, players can master the current area status information of the target area without reaching the target area for evacuation. Moreover, by combining the position identifier displayed in real time on the scene map and the current area status information of the target area displayed on the control interface, players can more quickly determine the target area for evacuation, which helps players quickly reach the target area for evacuation and complete the evacuation in a timely manner, reducing the time-consuming for players to search for the target area for evacuation during the game process, accelerating the game process, improving the human-computer interaction efficiency, preventing the game time of a single virtual battle task from being too long, and thus reducing the waste of terminal processing resources and power resources.
[0060] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specific preferred embodiments are given in conjunction with the accompanying drawings and are described in detail as follows. Description of the Drawings
[0061] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required to be used in the embodiments. It should be understood that the following drawings are only some embodiments of the present application, and thus should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.
[0062] Figure 1 It is a flowchart of an information processing method in a game provided by an embodiment of the present application;
[0063] Figure 2 It is a schematic diagram of a display form of current area status information provided by an embodiment of the present application.
[0064] Figure 3 One of the interface schematic diagrams of a game interface provided by an embodiment of the present application;
[0065] Figure 4 Another interface schematic diagram of a game interface provided by an embodiment of the present application;
[0066] Figure 5 The third interface schematic diagram of a game interface provided by an embodiment of the present application;
[0067] Figure 6 One of the structural schematic diagrams of an information processing device in a game provided by an embodiment of the present application;
[0068] Figure 7 Another structural schematic diagram of an information processing device in a game provided by an embodiment of the present application;
[0069] Figure 8 The structural schematic diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0070] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are only some of the embodiments of the present application, rather than all of the embodiments. Usually, the components of the embodiments of the present application described and illustrated herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application claimed, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without creative efforts shall fall within the protection scope of the present application.
[0071] First, a brief introduction to the names involved in the embodiments of the present application:
[0072] (1) Terminal device
[0073] In the embodiments of the present application, the terminal device mainly refers to a terminal that provides a graphical user interface and is capable of controlling virtual objects. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interaction system. The terminal device can include, but is not limited to, any one of the following devices: laptop computer, smart phone, tablet computer, desktop computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV) player, personal digital assistant (PDA), e-book reader, etc. An application program that supports games is installed and run on the terminal device, such as an application program that supports three-dimensional games or two-dimensional games. In the embodiments of the present application, the application program is introduced as a game application. Optionally, the application program can be a stand-alone version of the application program, such as a stand-alone 3D game program, or a network online version of the application program.
[0074] (2) Graphical User Interface
[0075] A graphical user interface is a display format for the interface between a human and a computer, which allows the user to manipulate icons, identifiers, or menu options on the screen using input devices such as a mouse or keyboard, and also allows the user to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks, etc.
[0076] (3) Game Interface
[0077] The game interface refers to the screen corresponding to the application program provided or displayed through the graphical user interface, and this screen includes a UI interface and a game screen for players to interact. In an alternative embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication identifiers (such as direction indication identifiers, character indication identifiers, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, store, gold coins, etc.). In an alternative embodiment, the game screen is the display screen corresponding to the terminal device displaying a virtual scene, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0078] (4) Virtual Scene
[0079] A virtual scene is a game scene displayed (or provided) when an application runs on a terminal or a server, that is, a scene used during the normal game process. That is to say, a virtual scene refers to a virtual game control that carries virtual objects during the game process. The virtual objects can move, release skills, etc. under the control of operation instructions issued by a user (i.e., a player) to the terminal device in the game scene. Optionally, the game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene where a user controls the complete game logic of virtual objects. Optionally, the game scene can also be used for a game scene battle between at least two virtual objects, and there are virtual resources available for at least two virtual objects in this game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.
[0080] (5) Virtual object
[0081] A virtual object is a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, an anime character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle. The embodiments of the present application do not limit this. In a possible implementation manner, a user can control the virtual object to move in the virtual scene. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight against other virtual objects. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object realizes different external images by wearing different skins. In some implementation manners, the virtual object can also be implemented using a 2.5D or 2D model. The embodiments of the present application do not limit this.
[0082] (6) Virtual battle task
[0083] The virtual battle task includes a virtual scenario, as well as virtual objects controlled by players and other virtual objects in the virtual scenario. Among them, the virtual objects are the virtual objects controlled by the players using the first terminal device, and the other virtual objects are the virtual objects controlled by other players who participate in this virtual battle task together in this virtual battle task. Here, the virtual objects and the other virtual objects belong to the same virtual camp.
[0084] The information processing method in the game provided by the embodiments of the present application can run on a local terminal device or a server. When the information processing method in the game runs on the server, the information processing method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0085] In an optional implementation manner, various cloud applications can 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 running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the information processing method are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a 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 data such as the game screen, returns it to the client device through the network, and finally, decodes and outputs the game screen through the client device.
[0086] In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way for the local terminal device to provide the graphical user interface to the player can include various ways, for example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0087] Secondly, the applicable application scenarios of the present application are introduced. The present application can be applied to the field of game technology. Taking the third-person shooting (TPS) game as an example, in many TPS games, a survival gameplay of multiplayer battles - in-game evacuation gameplay has emerged. After participating in the battle, players need to collect supplies, find the evacuation area after meeting the escape conditions, and can successfully evacuate from this game after staying in the evacuation area for a specified time.
[0088] In the related solutions, after participating in the battle, in the first game session, players need to collect supplies in the first virtual scene and win when they meet the escape conditions and successfully evacuate from the evacuation area. Players can compete with each other for supplies in the limited map and resources corresponding to the first virtual scene, such as various firearms in the game, as well as the telescopic sights for upgrading firearms, and some equipment and medicines, such as helmets, backpacks, flash bombs, etc. During the period of collecting supplies in the first virtual scene, players may be "eliminated" due to being attacked by other players. After players enter the second game session, they can see several evacuation areas displayed on the map, and at the same time, a countdown is displayed, and the countdown times are different. When the countdown ends, players can evacuate from the evacuation area in the second virtual scene, and after evacuation, they can complete this game.
[0089] Specifically, the first game session can be carried out in the first virtual scene, and the second game session can be carried out in the second virtual scene; among them, the second virtual scene can be an addition of an evacuation area on the basis of the first virtual scene, and this evacuation area is used for game players to evacuate from this game. In fact, the safe area where game players can move gradually shrinks as the game progresses. Therefore, the free movement space of the first virtual scene is actually larger than that of the second virtual scene, and the free movement space of the second virtual scene is within the free movement space of the first virtual scene. Among them, the evacuation area in the virtual scene can be replaced by special markings, such as the special markings being "red smoke", "green fog", etc. If a special marking appears in the virtual scene, it can be considered that the area where the special marking appears is the evacuation area. Furthermore, players can find the evacuation area according to this special marking.
[0090] Exemplarily, in response to the condition that the number of players who have completed the game preparation session reaches a first preset number, control the virtual objects that have completed the game preparation session to enter the first game session; during the progress of the first game session, in response to the interaction behavior of the virtual objects in the virtual scene that are in the first game session, control the virtual objects to move and pick up supplies in the virtual scene. Specifically, the condition that the number of players who have completed the game preparation session reaches the first preset number is used to control the start of this game session. It can be understood that the game players send a start request for this game session to the server through the terminal device. After receiving the start request for this game session, the server determines whether the received start request from the game players meets the start condition of this game session. If it meets the condition, control the start of this game session. Specifically, the start condition of this game session (the start condition of the game search session) may include the following: the number of players participating in this game session meets the requirements of the first preset number. For example, when the number of players participating in this game session meets 100 people, or 120 people, or 140 people, etc., this game session starts; the game online duration of the virtual objects participating in this game session is not greater than the preset limit duration specified by the game. For example, in order to prevent game players from playing for too long and affecting their eyesight, the server sets a preset limit duration. If the game online duration exceeds this preset limit duration, the server will force this game player to exit this game session. Among them, the interaction behavior refers to the behavior of the virtual objects controlled by the players to carry out activities in the virtual scene. Exemplarily, the behavior of the virtual objects to carry out activities in the virtual scene may include, but is not limited to, at least one of the following: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up supplies, sending messages. Here, the virtual objects moving in the virtual scene may include, in addition to the virtual objects controlled by this player, virtual objects controlled by other players or other non-player-controlled virtual objects.
[0091] However, through research, it is found that in existing related games, when players enter this game session, they usually inform the number of evacuation areas in this game session and the fixed positions of the evacuation areas in the virtual scene in the game interface of this game session, but no relevant prompts will be made in the game interface. Only when players enter the evacuation area, the game interface will display corresponding prompt information to inform the players that they can evacuate from the game session after staying in the evacuation area for the specified time. Since the evacuation areas need to be explored by the players themselves or found by memory after getting familiar with the game, during the process of the players looking for the evacuation areas by memory or exploration, once the evacuation area that the players reach has been destroyed or the number of evacuees in the evacuation area has reached the upper limit, etc., the players need to leave this evacuation area and continue to look for a new evacuation area to complete the evacuation. This undoubtedly consumes a lot of time of the players, resulting in a slow game process, low human-computer interaction efficiency, and too long game time for a single game session.
[0092] Based on this, the embodiments of the present application provide a method, device, electronic device, and storage medium for information processing in a game, which can enable players to grasp the current area status information of the target area for evacuation in real time during the game, so as to quickly reach the target area where they can evacuate and complete the evacuation in time, reduce the time-consuming for players to search for the target area for evacuation during the game, speed up the game process, improve the human-computer interaction efficiency, prevent the game time of a single virtual battle task from being too long, and further reduce the waste of terminal processing resources and power resources.
[0093] In an implementation environment provided by an embodiment of the present application, it may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this implementation manner, the first terminal device and the second terminal device are respectively installed with clients that execute the information processing method provided by the present application, and the game server is the server side that executes the information processing method provided by the present application. Through the clients, the first terminal device and the second terminal device can respectively communicate with the game server.
[0094] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation manner, the server establishes the current virtual battle task according to the game request of the client. Among them, the parameters of the current virtual battle task can be determined according to the parameters in the received game request. For example, the parameters of the current virtual battle task may include the number of people participating in the virtual battle task, the character levels of the people participating in the virtual battle task, etc. When the first terminal device receives the response from the server, the virtual scene corresponding to the virtual battle task is displayed through the graphical user interface of the first terminal device. In an optional implementation manner, the server determines the current virtual battle task for the client from multiple already established virtual battle tasks according to the game request of the client. When the first terminal device receives the response from the server, the virtual scene corresponding to the current virtual battle task is displayed through the graphical user interface of the first terminal device. The first terminal device is the device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is the virtual object controlled by the first user. The first user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.
[0095] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes the current virtual battle task according to the game request of the client. Among them, the parameters of the current virtual battle task can be determined according to the parameters in the received game request. For example, the parameters of the current virtual battle task may include the number of people participating in the virtual battle task, the character levels of the people participating in the virtual battle task, etc. When the second terminal device receives the response from the server, it displays the virtual scene corresponding to the current virtual battle task through the graphical user interface of the second terminal device. In an optional implementation, the server determines the current virtual battle task for the client from multiple established virtual battle tasks according to the game request of the client. When the second terminal device receives the response from the server, it displays the virtual scene corresponding to the current virtual battle task through the graphical user interface of the second terminal device. The second terminal device is the device controlled by the second user. The virtual object displayed in the graphical user interface of the second terminal device is the virtual object controlled by the second user. The second user inputs an operation instruction through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.
[0096] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronized data sent by the server.
[0097] In this implementation, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual battle task. Among them, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same object attributes, or may have different object attributes.
[0098] It should be noted that the virtual objects in the current virtual battle task may include two or more virtual objects. Different virtual objects may respectively correspond to different terminal devices. That is to say, in the current virtual battle task, there are more than two terminal devices respectively sending and synchronizing game data with the game server.
[0099] Please refer to Figure 1 , Figure 1 which is a flowchart of an information processing method in a game provided by an embodiment of the present application. As shown in Figure 1 , the embodiment of the present application provides a game interface through the terminal device. The game interface includes a game screen and a control interface. The game screen includes the virtual scene of the current virtual battle task. The control interface includes a scene map control. The method includes:
[0100] S101. In response to the current virtual battle task meeting the preset conditions, control to generate at least one target area in the virtual scene.
[0101] S102. According to the orientation information of at least one target area in the virtual scene, generate at least one corresponding position identifier at the position corresponding to the orientation information in the scene map corresponding to the scene map control, and generate at least one area identifier control corresponding to at least one target area in the control interface.
[0102] S103. In response to the activation behavior performed by the virtual object in the target area, obtain the current area status information of the target area, and adjust the display parameters of the area identifier control according to the current area status information to represent the current area status information.
[0103] S104. In response to the evacuation behavior performed by the virtual object in the target area, determine that the virtual object has completed the evacuation in the target area.
[0104] The terminal device involved in the embodiments of the present application is mainly an intelligent device used to provide a game interface and can perform control operations on virtual objects. The terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0105] The game interface includes a game screen and a control interface. The game screen includes the virtual scene of the current virtual battle task. The control interface includes a scene map control. The scene map corresponds to the scene map, and the scene map is used to assist the player in determining the position of the virtual object controlled by the player in the virtual scene. In addition, at least one area identifier control corresponding to at least one target area can also be generated in the control interface, and the area identifier control corresponds to the current area status information of the target area.
[0106] Taking the above information processing method in the game running on the local terminal device (hereinafter referred to as the terminal device) as an example, the above exemplary steps provided by the embodiments of the present application will be described separately:
[0107] In step S101, in response to the current virtual battle task meeting the preset conditions, control to generate at least one target area in the virtual scene.
[0108] In the embodiments of the present application, the virtual scenario of this virtual battle task may include the virtual scenario corresponding to the competitive mode of the TPS game mentioned above. Exemplarily, the virtual scenario in this competitive mode may be the same as the first virtual scenario in the first game session or the same as the second virtual scenario in the second game session. The virtual objects controlled by each player can move freely in the virtual scenario of this virtual battle task. Exemplarily, the activities of the virtual objects in the virtual scenario may include, but are not limited to, at least one of the following: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up items, and sending messages. Here, the virtual objects moving in the virtual scenario may include, in addition to the virtual objects controlled by each player, other virtual objects not controlled by players.
[0109] Here, the target area is also called the evacuation area, which is used to provide a place for the virtual object to evacuate. Exemplarily, after the virtual object performs the evacuation behavior in the target area, it can complete the evacuation from the target area.
[0110] In a specific embodiment, the preset conditions include at least one of the following items:
[0111] (1) The game process of this virtual battle task reaches a preset time point;
[0112] (2) The virtual objects in this virtual battle task reach a specified position; the specified position is the generation position of any target area in the virtual scenario or the trigger position preset in the virtual scenario for triggering the generation of any target area;
[0113] (3) The number of surviving virtual objects in this virtual battle task reaches a set number;
[0114] (4) The proportion of the first area in the entire virtual scenario reaches a preset value; wherein, the first area is the area determined according to the area reduction rule for restricting the virtual objects from performing the virtual battle task.
[0115] The following is a specific description of the four situations included in the preset conditions:
[0116] (1) The game process of this virtual battle task reaches a preset time point.
[0117] In one embodiment, the preset time point may be a fixed time point preset by the game system, and this fixed time point may be a time point uniformly required in the game mechanism. For example, when the game process of this virtual battle task reaches 20 minutes, the generation of the target area in the virtual scenario is triggered.
[0118] In this way, since players know in advance the fixed time point for the generation of the target area, they can prepare to enter the target area in advance, avoiding the situation where players miss the evacuation opportunity due to not knowing the generation time of the target area, which can speed up the game process and improve the efficiency of human-computer interaction.
[0119] In another embodiment, the preset time point can be a random time point pre-set by the game system, and this random time point can be a time point randomly set in the game mechanism. For example, when the game process of this virtual battle task reaches 15 minutes, or 20 minutes, or 25 minutes, or 30 minutes, it triggers the generation of the target area in the virtual scene.
[0120] Here, since the time point for the generation of the target area in each virtual battle task is a random time point, and the program code for the random time point in the computer is relatively not very complex, this can establish a balance between computer resources and the game experience of players. While improving the game experience of players, it does not require consuming a large amount of computer resources, achieving the effect of game balance.
[0121] (2) The virtual object in this virtual battle task reaches the specified position; the specified position is the generation position of any target area in the virtual scene or the trigger position preset in the virtual scene for triggering the generation of any target area.
[0122] Here, the specified position can be set at a position close to the central area of the virtual scene, or can be set at a position close to the evacuation area that will appear in the virtual scene; among them, fixed refresh points can be set in the virtual scene to refresh the specified position, or the specified position can be randomly refreshed in the virtual scene. In addition, when any virtual object in this virtual battle task reaches the specified position, it can trigger the generation of the target area.
[0123] In one embodiment, the specified position can be the generation position of any target area in the virtual scene, that is, when the virtual object in this virtual battle task reaches the generation position of the target area in the virtual scene, it can trigger the immediate generation of the target area.
[0124] In this way, players can enter the target area for evacuation without waiting for the target area to be generated, saving time, reducing the interaction operations between players and the terminal device to reach the target area, improving the interaction efficiency, speeding up the game process, and at the same time, the computer does not need to set program code for the preset time point, which can reduce computer resources to improve game performance.
[0125] In another embodiment, the specified position may be a trigger position preset in the virtual scene for triggering the generation of any target area. Here, several trigger markers for triggering the generation of the target area may be set at the trigger position in the virtual scene, and in response to the trigger behavior of the virtual object with respect to the trigger marker, at least one target area is controlled to be generated in the virtual scene.
[0126] In this way, since there is no need to set program code for the preset time point in the computer, computer resources can be reduced to improve game performance.
[0127] (3) The number of surviving virtual objects in this virtual battle task reaches a set number;
[0128] In this step, the set number is used as a starting condition for the game system to judge the generation of the target area. During the process of this virtual battle task, if the number of surviving virtual objects reaches the set number, the generation of the target area in the virtual scene is triggered.
[0129] Among them, the set number can be determined by the value set by the game developer according to the game design, or can also be determined by performing intelligent analysis on the historical data in the virtual battle task through artificial intelligence technology.
[0130] (4) The proportion of the first area in the entire virtual scene in the virtual scene reaches a preset value; wherein, the first area is an area determined according to the area reduction rule for restricting the virtual object to perform the virtual battle task.
[0131] Here, when a virtual object performs a virtual battle task within the first area, it is restricted by the area shrinkage rules of the first area. Among them, the area shrinkage rules refer to the rules that the area attributes of the first area can restrict virtual objects within the first area from performing virtual battle tasks. The area attributes can include toxicity, special geographical attributes, and harsh environment attributes. First, the toxicity of the first area can continuously consume the health value of virtual objects within the first area. For example, if the first area is a "poison circle", virtual objects within the "poison circle" will have their health values continuously decreasing, which restricts them from performing virtual battle tasks in the "poison circle". If a virtual object stays in the "poison circle" for a long time, its health value will be consumed until the virtual object is eliminated. Second, the corresponding attribute value of virtual objects within the first area can be determined according to the special geographical attributes of the first area. For example, if the first area is a desert, the water content value of virtual objects in the desert will be consumed. If the first area is the seabed, the oxygen value of virtual objects in the seabed will be consumed. Third, the corresponding attribute value of virtual objects within the first area can be determined according to the harsh environment attributes of the first area. The weather conditions corresponding to the environmental parameters can include wind, rain, snow, hail, sandstorms, etc. Once the above weather conditions occur in the first area, virtual objects within the first area will have difficulty performing virtual battle tasks due to the above weather conditions, reducing the execution efficiency of virtual battle tasks.
[0132] As the game process of the virtual battle task progresses, the area of the first area in the virtual scene continuously expands over time. When the proportion of the first area in the entire virtual scene reaches a preset value, the generation of the target area in the virtual scene can be triggered.
[0133] For example, in the virtual scene, "poison circles" are randomly generated. As the number of "poison circles" increases, the safe area in the entire virtual scene continuously shrinks. According to the preset value pre-set by the game system, when the proportion of the area of the first area in the area of the entire virtual scene reaches the preset value, it can be determined that the target area in the virtual scene is generated.
[0134] Among them, the preset value can be determined by the game developer according to the game design, or can also be determined by intelligent analysis of historical data in the virtual battle task through artificial intelligence technology.
[0135] Here, as the game process of the virtual battle task progresses, the first area continuously expands. Since the first area can restrict virtual objects from performing virtual battle tasks, virtual objects will try to avoid the first area as much as possible. In this way, all virtual objects in this virtual battle task always move towards some common areas, compete for resources and engage in battles in this area, which helps to promote the game process, prevent the game time of a single virtual battle task from being too long, and thus reduce the waste of terminal processing resources and power resources.
[0136] In addition, step S101 further includes: synchronizing the notification information of at least one target area generated in the virtual scene to all surviving virtual objects in this virtual battle task.
[0137] Exemplarily, when the target area in this virtual battle task is just generated, a global notification "Evacuation point has appeared" is issued to inform the players who are playing the game that the target area has been generated, so as to remind the players that they can reach the target area for evacuation, thereby indirectly improving the human-computer interaction efficiency.
[0138] In step S102, according to the orientation information of at least one target area in the virtual scene, at least one corresponding position identifier is generated at the position corresponding to the orientation information in the scene map corresponding to the scene map control, and at least one area identifier control corresponding to at least one target area is generated in the control interface.
[0139] In the embodiment of the present application, the orientation information of at least one target area in the virtual scene refers to the direction position of at least one target area in the virtual scene. Players can find the target area according to the direction position of at least one target area in the virtual scene. Correspondingly, according to the orientation information of at least one target area in the virtual scene, the generation position of at least one position identifier in the scene map corresponding to the scene map control is determined. Here, the generation position of at least one position identifier in the scene map corresponding to the scene map control corresponds to the orientation information of at least one target area in the virtual scene, and the virtual scene, at least one target area, and the orientation information of at least one target area in the virtual scene are displayed in the scene map corresponding to the scene map control according to the set size.
[0140] Here, the position identifier in the scene map corresponds to the position of the target area in the virtual scene and is used to represent the mark corresponding to the position of the target area in the virtual scene. In specific implementation, in order to distinguish the position identifiers corresponding to different target areas, the form and / or color of each position identifier can be set to be different.
[0141] Meanwhile, at least one area identification control corresponding to at least one target area is generated in the control interface. The area identification control is used to display the current area status information of the target area, and the display parameters of the area identification control can be adjusted according to the current area status information of the target area to characterize the current area status information. Among them, the display position of the control interface on the game interface is set at a prominent position on the game interface without affecting the player's line of sight for picking up supplies, such as in the upper-middle position of the center of the game interface.
[0142] In addition, step S103 further includes: generating a corresponding object identifier at the position corresponding to the position information in the virtual scene map corresponding to the scene map control according to the position information of the virtual object in the virtual scene. The position of the object identifier in the scene map is used to represent the position of the virtual object in the virtual scene.
[0143] Exemplarily, the object identifier and the position identifier can each include at least any one of the following items: letter identifier, text identifier, number identifier, graphic identifier, special symbol identifier. For the convenience of distinction, the object identifier and the position identifier can be set as different types of identifiers, or the object identifier and the position identifier can be set as identifiers of different colors to ensure that the object identifier and the position identifier are more intuitively displayed to the player.
[0144] In this way, while generating a position identifier corresponding to the position of the target area in the virtual scene in the scene map, at least one area identification control corresponding to at least one target area is generated in the control interface to characterize the current area status information, so that the player can still master the current area status information of the target area without reaching the target area for evacuation, avoiding the player from missing the evacuation opportunity and improving the human-computer interaction efficiency.
[0145] In step S103, in response to the activation behavior executed by the virtual object in the target area, the current area status information of the target area is obtained, and the display parameters of the area identification control are adjusted according to the current area status information to characterize the current area status information.
[0146] In the embodiment of the present application, in response to the activation behavior executed by the virtual object in the target area, the target area is activated, the current area status information of the activated target area is obtained, the display parameters of the area identification control are adjusted according to the current area status information to characterize the current area status information, and at the same time, the current area status information is displayed on the control interface.
[0147] The current area status information refers to the current stage when the virtual object leaves the virtual scene of the current virtual battle task. Specifically, the current area status information includes any one of the following items: start leaving state, ready to leave state, waiting to leave state, cooling state, and destruction state. The following is a specific introduction to these current area status information:
[0148] (1) The start-to-leave state is used to represent that a target area appears in the virtual scene and the target area is in an active state, so as to inform the player that they can reach the target area in the virtual scene for evacuation, playing a role in prompting the player that they can perform evacuation.
[0149] Among them, the manifestation form of the start-to-leave state on the area identification control can be replaced by the start-to-leave state identifier, such as letters with boxes, numbers with boxes, different graphics, etc. When the target area is in the start-to-leave state, the start-to-leave state identifier can be displayed in the control interface.
[0150] (2) The ready-to-leave state is used to represent that the virtual object reaches the target area in an active state and is in a state of being ready to leave. For example, the state of being ready to leave can be the state of calling a vehicle, or the state that the virtual object is in for a period of time just after reaching the target area. Exemplarily, the vehicle can include an airplane, a helicopter, a vehicle, a ship, etc.
[0151] Optionally, the manifestation form of the ready-to-leave state on the area identification control can be replaced by the ready-to-leave state identifier, and the display form of the ready-to-leave state identifier can be the display form of a progress bar, the display form of a percentage, the display form of a time countdown, etc.
[0152] When the ready-to-leave state identifier is displayed in the form of a progress bar, exemplarily, a progress bar corresponding to the ready-to-leave state identifier is displayed on the game interface. The total length of the progress bar represents the time to be ready to leave. For example, it can be the time to call a vehicle. The moving identifier on the progress bar is used to represent the real-time time change information. For example, the position of the moving identifier on the progress bar represents the progress information of calling a vehicle.
[0153] Illustrate with an example. The ready-to-leave state identifier can add some dynamic special effects on the basis of the start-to-leave state identifier. For example, when the start-to-leave state identifier is a letter with a box, a progress bar is on the box of the letter, and the progress of the progress bar changes with time. The advancing direction of the progress bar can be the direction of rotating clockwise around the box.
[0154] When the ready-to-leave state identifier is displayed in the form of a percentage, exemplarily, the display form of the percentage can be a disc, a box, etc. The whole disc or box is used to represent the time to be ready to leave. The colored area on the disc or box is used to represent the real-time time change information. The proportion of the colored area on the whole disc or box is used to represent the time change progress information. For example, the proportion of the colored area on the whole disc or box represents the progress information of calling a vehicle.
[0155] When the preparation-to-leave status indicator is presented in the form of a time countdown display, exemplarily, a reminder message of the time countdown is set on the preparation-to-leave status indicator. Here, the change information of the time countdown is used to represent the progress information of calling the vehicle. As the time countdown continuously decreases, the progress of calling the vehicle gradually accelerates.
[0156] (3) The waiting-to-leave state is used to characterize that the virtual object reaches the target area in the active state and is in a state of waiting to leave. For example, the state of waiting to leave can be the state of waiting after the vehicle arrives at the target area, or the state of staying in the target area where the virtual object is in the active state.
[0157] Optionally, the manifestation form of the waiting-to-leave state on the area identification control can be replaced by a waiting-to-leave state indicator. The waiting-to-leave state indicator can also be in the form of a progress bar display, a percentage display, a time countdown display, etc.
[0158] When the waiting-to-leave state indicator is presented in the form of a progress bar display, exemplarily, the progress bar corresponding to the waiting-to-leave state indicator is presented on the game interface. The total length of the progress bar represents the waiting-to-leave time. For example, it can be the waiting time for the vehicle to arrive. The moving indicator on the progress bar is used to represent the change information of the waiting time for the vehicle to arrive. For example, the position of the moving indicator on the progress bar is used to represent the progress information of the waiting time for the vehicle to arrive.
[0159] Illustratively, the waiting-to-leave state indicator can be a square box with a vehicle graphic. There is a progress bar on the square box. The progress of the progress bar changes with time, which is used to represent that the waiting time for the vehicle to arrive is continuously shrinking. When the progress bar fills the entire square box, it means that the waiting time for the vehicle to arrive ends, triggering the vehicle to fly away from the target area. Among them, the advancing direction of the progress bar can be the direction of rotating clockwise around the square box.
[0160] When the preparation-to-leave state indicator is presented in the form of a percentage display, exemplarily, the percentage display form can be a disc, a square box, etc. The entire disc or square box is used to represent the waiting-to-leave time. The colored area on the disc or square box is used to represent the change information of the waiting time for the vehicle to arrive, that is, the proportion of the colored area on the entire disc or square box is used to represent the time change information. For example, the proportion of the colored area on the entire disc or square box is used to represent the progress information of the waiting time for the vehicle to arrive.
[0161] For example, the waiting to leave status mark can be a box with a vehicle graphic. As the waiting time for the vehicle to arrive continues to decrease, the colored area gradually fills the entire box; or, the waiting to leave status mark can be a box with a vehicle graphic, and the box is filled with color. As the waiting time for the vehicle to arrive continues to decrease, the colored area gradually decreases until the entire box is completely covered by shadows. The shadow area indicates the waiting time of the vehicle, which means that the waiting time of the vehicle has reached the predetermined duration and the vehicle will fly away soon.
[0162] When the waiting to leave status mark is displayed in the form of a time countdown, for example, a time countdown reminder message is set on the waiting to leave status mark, where the change information of the time countdown is used to indicate the progress information of the vehicle's arrival and waiting time. As the time countdown continues to decrease, the vehicle's arrival waiting time gradually decreases. When the vehicle's arrival waiting time ends, the vehicle is triggered to fly away from the evacuation area.
[0163] (4) The cooling state is used to indicate that the virtual object has successfully left the target area in the activated state and the current target area has been cooled down for a period of time, which is used to inform the player that the virtual object has successfully left the target area and won.
[0164] For example, the cooling state on the area identification control can be replaced by a cooling state identification. The cooling state identification can be a box with letters and a cooling time is set on it. The cooling time is used to indicate the time when the next vehicle can be called. That is, during the cooling time represented by the cooling state, the target area is in an invalid state, that is, the virtual object cannot leave the target area.
[0165] (5) The destroyed state is used to indicate that the target area is destroyed, and the conditions for being destroyed include being covered by the first area.
[0166] For example, the destruction status on the area identification control can be replaced by a destruction status identification. The area destruction status identification can be a box with letters and a slash on the box. Since the area destruction status identification is used to indicate that the target area is destroyed, the area destruction status identification can be set to gray to vividly show that the target area is destroyed.
[0167] In another optional implementation, the region in the virtual scene is not adjusted according to the region reduction rule, that is, the first region does not exist, and the current region status information does not include a destruction status.
[0168] The embodiment of the present application provides a variety of different current area status information of the target area, which helps the player to select a suitable target area for evacuation according to different current area status information, thereby indirectly improving the efficiency of human-computer interaction and speeding up the game process.
[0169] In addition, the display form of the above-mentioned current area status information is relatively vivid, enabling players to be familiar with the current area status information corresponding to the area identification controls displayed on the control interface, improving the proficiency of players in evacuating from this virtual battle task, and thus indirectly improving the human-computer interaction efficiency.
[0170] Exemplarily, as Figure 2 shown, Figure 2 is a schematic diagram of a display form of current area status information provided by an embodiment of the present application. As shown in Figure 2 , a start-to-leave status identifier 210, a ready-to-leave status identifier 220, a waiting-to-leave status identifier 230, a cooling status identifier 250, and a destruction status identifier 240 are respectively shown. It should be noted that this is only a schematic diagram of a display form of current area status information, and does not specifically limit the manifestation form of the current area status information.
[0171] In the embodiment of the present application, the activation behavior is used to adjust an unactivated target area to an activated target area, where the activated target area is used to provide space for players to evacuate from this virtual battle task. The activation behavior is used to represent that the server receives an activation instruction obtained by the terminal device in response to an activation operation issued by the player to the terminal device. As an example, the activation operation can be a click operation on an icon, button, or block diagram representing the activation function on the control interface, or a drag operation on the activation function control executed on the control interface. The activation behavior can be manifested as a virtual object reaching the target area, such as controlling the virtual object to flash or sprint to the target area.
[0172] In this way, the position identifier in the scene map can remind players of the moving direction and moving route to move towards the target area in the virtual scene, and the current area status information corresponding to the activated target area is used to remind players of the area status information of the target area at the current moment, so that players can select a target area suitable for the player to evacuate according to the area status information of the target area, enabling players to accurately and quickly reach the target area to complete the evacuation, and improving the human-computer interaction efficiency.
[0173] For example, for a first target area and a second target area that are basically at the same distance from the virtual object, if the first target area is in a ready-to-leave state and the second target area is in a cooling state, players can preferentially choose to evacuate to the first target area because the second target area is already in a cooling state, and even if players reach the second target area, they cannot evacuate in a short time. In this way, it helps players save the moving time to the target area, and thus indirectly improves the human-computer interaction efficiency.
[0174] In related solutions, it is difficult to know the current area status information of the target area for evacuation, and it is difficult for players to judge whether to search for the target area or continue to select and search for supplies based on the current area status information of the target area.
[0175] Based on this, in one embodiment, the current area status information of the target area can be synchronized to all surviving virtual objects in the current virtual battle task.
[0176] Here, the current area status information of the target area will be synchronized to all surviving virtual objects in the entire virtual battle, such as the scene map in the virtual battle, the scene map display area (the scene map display area can be opened by clicking on the scene map), and the current area status identifier in the control interface for displaying the current area status information of the target area.
[0177] In this way, synchronizing the current area status information of the target area in the entire virtual battle facilitates players to understand the current area status information of different target areas in the current virtual battle task, enabling players to master the current area status information of the target area without reaching the target area for evacuation. This helps players quickly find the target area for evacuation based on the current area status information and complete the evacuation in a timely manner, reducing the time-consuming for players to search for the target area for evacuation during the game process, accelerating the game process, improving the human-computer interaction efficiency, and preventing the game time of a single virtual battle task from being too long.
[0178] In another embodiment, the current area status information represented by the display parameters of the adjusted area identifier control can be sent to the game interfaces of at least one other virtual object, and the other virtual object belongs to the same camp as the virtual object.
[0179] Here, the current area status information of the target area in the game interface of one's own terminal device can be updated according to the interaction situation of the teammate with the target area.
[0180] Specifically, the current area status information of the target area activated by the virtual object can be only synchronously updated in real time in the game interfaces of the teammates, so as to facilitate the teammates to understand the current area status information of different target areas in the game, so that the teammates can better carry out the next tactical deployment.
[0181] In this way, it can stimulate players to reach the target area as soon as possible and activate the target area to obtain the prerequisite victory condition, which helps the players who reach the target area first and their teammates evacuate from the target area as soon as possible, reducing the time-consuming for teammates to search for the target area for evacuation during the game process, and accelerating the game process to a certain extent and improving the human-computer interaction efficiency.
[0182] Since the target area for the evacuation of virtual objects needs to be actively activated by the player before it can be used, in order to activate the target area in a timely manner to avoid delaying the recommendation of the game process, the embodiment of the present application responds to the virtual object entering the target area before activation and displays an activation prompt message in the control interface.
[0183] Here, the activation prompt message is used to prompt the player to activate the target area at the current moment to an activated state. The activation prompt message can be a text prompt message, a voice prompt message, etc., so that the player can timely adjust the target area to the target area in the activated state.
[0184] In this way, by reminding the player to activate the target area through the activation prompt message, the player can activate the target area in a timely manner, avoiding delays in the evacuation of virtual objects from the activated target area in the virtual battle task, which helps to promote the game process and improve the human-computer interaction efficiency.
[0185] Furthermore, after displaying the activation prompt message, in response to the activation behavior performed by the virtual object in the target area, obtain the current area status information of the activated target area, adjust the current area status information of the activated target area to the start-to-leave state, and adjust the display parameters of the area identification control according to the start-to-leave state.
[0186] Exemplarily, when the virtual object enters the target area, an activation prompt message for reminding the player to perform an activation operation is displayed on the control interface, and at the same time, an icon, button, block diagram or control with an activation function is displayed on the game interface. Receive the touch instruction obtained in response to the player's touch operation on the icon, button, block diagram or control with an activation function sent by the terminal device. In response to the touch instruction, adjust the target area corresponding to the touch instruction to the target area in the activated state. Here, once the target area is in the activated state, a start-to-leave state identifier is displayed on the control interface and a global notification is made, so that all players participating in the current virtual battle task can know that they can reach the target area for evacuation, which helps to promote the game process.
[0187] For example, please refer to Figure 3 , Figure 3 which is one of the interface schematic diagrams of a game interface provided by the embodiment of the present application. As Figure 3 shown, when the target area in the virtual scene is activated, a scene map control 320 and an area identification control 330 are displayed in the game interface 310. In the scene map control 320, an object identifier 321 of the virtual object and a position identifier 322 of the target area are included. In the area identification control 330, the current area status information of target areas A, B, C, and D is displayed. As Figure 3As shown in [figure], the current area status information of target areas A, B, C, and D shown in area identification control 330 is currently in the activated departure state. In this way, by displaying the current area status information of the activated target areas in the control interface, it helps players find suitable target areas for evacuation based on their positions in the virtual scene, helps players quickly reach the target areas for evacuation and complete the evacuation in a timely manner, reduces the time-consuming for players to search for target areas for evacuation during the game process, speeds up the game process, and improves the human-computer interaction efficiency.
[0188] Specifically, for a virtual object to complete evacuation from a target area, the following steps are required:
[0189] Step 1031: When the virtual object enters the activated target area, in response to the preparation-to-leave behavior executed by the virtual object in the target area, obtain the current area status information of the target area, adjust the current area status information of the target area to the preparation-to-leave state, and adjust the display parameters of the area identification control according to the preparation-to-leave state.
[0190] Step 1032: When the current area status information of the target area is adjusted to the preparation-to-leave state, in response to the vehicle being within the target area in the virtual scene, obtain the current area status information of the target area where the vehicle is located, adjust the current area status information of the target area where the vehicle is located to the waiting-to-leave state, and adjust the display parameters of the area identification control according to the waiting-to-leave state, where the vehicle is used to carry the virtual object to assist the virtual object in completing evacuation from the target area.
[0191] Step 1033: When the current area status information of the target area where the vehicle is located is adjusted to the waiting-to-leave state, generate a vehicle carrying quantity control in the control interface; in response to the evacuation behavior executed by the virtual object in the target area, reduce the current carrying quantity of the vehicle, and adjust the display parameters of the vehicle carrying quantity control according to the current carrying quantity of the vehicle to represent the current carrying quantity of the vehicle; in response to the evacuation conditions satisfied by the virtual object in the target scene, determine that the virtual object has completed evacuation from the target area.
[0192] The following is an example illustration for steps 1031 to 1033:
[0193] Exemplarily, in step 1031, when the virtual object enters the activated target area, in response to the vehicle call behavior of the virtual object in the virtual scene, display a vehicle call status identifier on the control interface. Among them, the vehicle call behavior is the preparation-to-leave behavior.
[0194] Exemplarily, in step 1032, when the vehicle in the virtual scene arrives at the target area, display a vehicle waiting status identifier on the control interface. Among them, the vehicle waiting status corresponding to the vehicle waiting status identifier is the waiting-to-leave state.
[0195] Here, the current area status information can be characterized by the presence of a vehicle in the target area as the waiting-to-leave status, enabling the player to more easily grasp the current area status information, improving the player's proficiency in evacuating from this virtual battle task, and thus indirectly enhancing the human-computer interaction efficiency.
[0196] Exemplarily, in step 1033, when the vehicle is in the waiting-to-leave status, in response to the vehicle entry behavior of the virtual object facing the vehicle in the virtual scene, it is determined that the virtual object has completed the evacuation in the target area. Among them, the vehicle entry behavior is the evacuation behavior.
[0197] Here, when the vehicle arrives in the target area, a climbing tool will be displayed on the game screen. This climbing tool can assist the virtual object in climbing onto the vehicle. When the virtual object faces the climbing tool, an "Enter Vehicle Button" will be displayed in the game interface, and the player can trigger this "Enter Vehicle Button" to enter the vehicle.
[0198] Specifically, in step 1033, when the vehicle in the virtual scene arrives in the target area, a prompt message of the current carrying capacity of the vehicle is also displayed on the control interface. Among them, the prompt message of the current carrying capacity is used to prompt the number of people that the vehicle can accommodate in this virtual battle task, that is, it is used to prompt the maximum number of evacuees that the vehicle can accommodate. Here, the current carrying capacity changes with the change in the number of virtual objects carried by the vehicle. When one virtual object is carried in the vehicle, the current carrying capacity will correspondingly decrease by one.
[0199] In this way, based on the prompt message of the current carrying capacity, the player can determine whether to reach the target area for evacuation, which can reduce the movement time of the virtual object in the virtual scene, and thus improve the human-computer interaction efficiency.
[0200] For example, a prompt message of the current carrying capacity of the vehicle can be displayed on the control interface. The prompt message of the current carrying capacity can be the seat identifiers corresponding to all virtual objects that the vehicle can carry displayed on the control interface, and the number of seat identifiers is consistent with the number of virtual objects. For example, colored seat identifiers can represent the seats occupied by the virtual objects carrying the vehicle, and colorless seat identifiers can represent the empty seats where the vehicle can still carry virtual objects.
[0201] For example, please refer to Figure 4 , Figure 4 is the second schematic diagram of a game interface provided by an embodiment of the present application. As Figure 4As shown, after the target area is generated, the virtual object 340 in this virtual battle task will move towards the target area C. Then, in the scene map control 320, the object identifier 321 will approach the position identifier 322 of the target area C. At the same time, the current area status information of the target areas A, B, C, and D displayed in the area identifier control 330 also changes. For example, Figure 4 in the area identifier control 330, the current area status information of the target area A is the start-to-leave state, the current area status information of the target area B is the destruction state, the current area status information of the target area C is the waiting-to-leave state, which is the vehicle waiting state here, and the current area status information of the target area D is the ready-to-leave state identifier, which is the call-vehicle state here. By displaying different status information for different target areas, players can select a target area suitable for themselves to evacuate.
[0202] For example, please refer to Figure 5 , Figure 5 which is FIG. 3 of the interface schematic diagram of a game interface provided by an embodiment of the present application. As Figure 5 shown, the surviving virtual object 340 in this virtual battle task moves towards the target area D. Then, in the scene map control 320, the object identifier 321 will approach the position identifier 322 of the target area D. At the same time, the current area status information of the target area D displayed in the area identifier control 330 is the waiting-to-leave state, which is the vehicle waiting state here. At this time, the virtual object 340 is in the target area D, and a prompt message 350 for the current carrying quantity is displayed on the control interface. In the prompt message 350 for the current carrying quantity, the seat identifiers capable of carrying all virtual objects are displayed. Among them, the black seat identifier can represent the seat occupied by the virtual object carrying the vehicle, indicating that there are two virtual objects carrying the vehicle here, and the white seat identifier can represent the empty seat where the vehicle can still carry virtual objects, indicating that the number of target player characters that the vehicle can still carry is two.
[0203] In an embodiment of the present application, when it is determined that the virtual object has completed evacuation in the target area, the current area status information of the target area is adjusted to the cooling state, and the display parameters of the area identifier control are adjusted according to the cooling state.
[0204] Here, when the virtual object has completed evacuation in the target area, a cooling state identifier is displayed on the control interface to prompt other players that the target area has just been evacuated, resulting in a period of cooling for this target area. During this cooling period, other players cannot evacuate in this target area, thus ensuring game balance and improving game performance. For example, during the cooling time, players cannot call the vehicle to evacuate again. After the cooling time ends, they can call the vehicle again in the evacuation area, and the call-vehicle behavior requires players to trigger.
[0205] In addition, after the virtual object completes the evacuation in the target area, in addition to displaying the cooling status identifier on the control interface, an animation of the vehicle flying away can also be played on the game screen to more vividly inform the player that the evacuation is successful. Here, adding the animation display method of vehicle transportation can make the player's evacuation experience more realistic and improve the game quality.
[0206] Optionally, when the current area status information of the target area is adjusted to the cooling state, in response to the end condition of the cooling time corresponding to the cooling state, the current area status information is further adjusted to the waiting-to-leave state, and the display parameters of the area identifier control are adjusted according to the waiting-to-leave state.
[0207] Here, when the cooling time of the target area ends and before the target area is destroyed, the virtual object can continue to reach the target area for evacuation to achieve the effect of evacuating from the current virtual battle task as soon as possible, thereby improving the efficiency of the player's evacuation and accelerating the game process.
[0208] In related games, the target area for virtual object evacuation is affected by the first area. When the first area gradually expands over time, it will cover the target area. Since the first area is the area determined according to the area reduction rule for restricting the virtual object to perform the virtual battle task, the target area covered by the first area cannot be provided for the virtual object to evacuate. At this time, the target area can be destroyed.
[0209] In a specific embodiment, step S103 further includes: in response to the target area in the virtual scene being within the first area, obtaining the current area status information of the target area within the first area, adjusting the current area status information of the target area within the first area to the destroyed state, and adjusting the display parameters of the area identifier control according to the destroyed state, where the first area is the area determined according to the area reduction rule for restricting the virtual object to perform the virtual battle task.
[0210] In this step, as the first area expands, the number of target areas covered by the first area gradually increases, that is, the target areas available for virtual object evacuation become fewer and fewer. In this way, the virtual objects in the current virtual battle task need to avoid the first area while reaching the target area for evacuation, restricting the movement range of the virtual objects in the virtual scene, thereby avoiding the problem of long time consumption caused by long movement distances of the virtual objects in the virtual scene, indirectly improving the human-computer interaction efficiency, and accelerating the game process.
[0211] In one embodiment, after the current area status information of the target area in the first area is adjusted to the destroyed state, the destroyed target area is regenerated in a non-first area of the virtual scene, and a prompt message for prompting the virtual object that the target area is regenerated in the virtual scene is sent.
[0212] Since the target area in the first area is in the destroyed state and cannot be used for the virtual object to evacuate, the embodiment of the present application can regenerate the destroyed target area in a non-first area of the virtual scene. In this way, since the number of target areas for the virtual object to evacuate basically does not decrease, but the virtual objects in this virtual battle are gradually decreasing, it can ensure that fewer virtual objects share more evacuation resources. In this way, since multiple target areas can be synchronously used for the virtual object to evacuate, the evacuation time of the virtual object in this virtual battle task is greatly reduced, the evacuation efficiency of the player is improved, and thus the game process is accelerated.
[0213] Here, the destroyed target area is randomly regenerated in a non-first area of the virtual scene.
[0214] Among them, the prompt message for prompting the virtual object that the target area is regenerated in the virtual scene can be globally notified, so that all surviving virtual objects in this virtual battle task can receive the prompt information, which helps the surviving virtual objects evacuate as soon as possible to improve the evacuation efficiency.
[0215] In another embodiment, after the current area status information of the target area in the first area is adjusted to the destroyed state, the destroyed target area in this virtual battle task is no longer regenerated.
[0216] Here, the generation quantity of the target area in this virtual battle task is fixed and will not be regenerated because the target area in the first area is destroyed. In this way, since there is no need to consume computer resources to regenerate the destroyed target area, the game performance can be improved.
[0217] In step S104, in response to the evacuation behavior executed by the virtual object in the target area, it is determined that the virtual object has completed the evacuation in the target area.
[0218] In the embodiment of the present application, the evacuation behavior is used to represent the evacuation instruction obtained in response to the evacuation operation sent by the player to the terminal device to control the virtual object to evacuate in the target area. As an example, the evacuation operation can be a click operation on an icon, button or block diagram representing the evacuation function on the game interface, or a drag operation on the evacuation function control on the game interface.
[0219] Exemplarily, the evacuation behavior may be a behavior in which the virtual object stays in the target area for a time that meets the preset time requirement, or a behavior in which the virtual object boards a vehicle in the target area, or a behavior in which the virtual object opens an evacuation door in the target area, etc. Here, the manifestation form of the evacuation behavior of the virtual object in the target area is not specifically limited.
[0220] In an optional implementation manner, the evacuation conditions satisfied by the virtual object in the target scenario include at least one of the following items:
[0221] (1) The number of virtual objects performing the evacuation behavior in the target area reaches the preset number requirement.
[0222] Here, when the number of objects that the vehicle can carry reaches the preset number, that is, when the vehicle can no longer carry other virtual objects, the server controls the vehicle to evacuate from the target area so that the virtual object carrying the vehicle can complete the evacuation of this virtual battle task.
[0223] For example, as Figure 5 shown, when the number of objects that the vehicle can carry displayed by the prompt information 350 of the current carrying quantity is 4, when the number of virtual objects carrying the vehicle reaches 4, the server can control the vehicle to evacuate from the target area.
[0224] (2) There is an early evacuation behavior of the virtual object in the target area.
[0225] Here, in response to the early flight behavior of any virtual object, the server controls the vehicle to fly away from the target area so that the virtual object can complete the evacuation.
[0226] The early flight behavior may occur at the moment when any virtual object boards the vehicle. Among them, the early flight behavior is used to indicate that the server receives an early flight instruction obtained by the terminal device in response to the player's early flight operation issued to the terminal device to control the virtual object to perform an early flight in the target area. As an example, the early flight operation may be a click operation on an icon, button or block diagram representing the early flight function on the game interface, or a drag operation on the early flight function control on the game interface.
[0227] Among them, as Figure 5 shown, the early flight function control "Early Flight" 350 can be set in the middle position of the game interface for easy viewing by the player to timely remind the player that they can perform an early flight behavior when encountering an enemy.
[0228] (3) The current area status information of the target area is adjusted to the destruction state.
[0229] Exemplarily, the target area is covered by the "poison circle". Since the virtual object will be directly eliminated in the first area, when the target area is covered by the first area, the virtual object cannot enter the target area. In this way, this target area is useless, so it is necessary to evacuate before the target area is destroyed.
[0230] The above three evacuation conditions are all to ensure that players can evacuate from the target area as soon as possible after reaching the target area, so that the game time of a single virtual battle task will not be too long, thereby reducing the waste of terminal processing resources and power resources.
[0231] To ensure the integrity of the game, the embodiments of the present application further include: when the current virtual battle task meets the preset settlement conditions, triggering the settlement link of the current virtual battle task;
[0232] Among them, the preset settlement conditions include any one of the following items:
[0233] (1) The virtual object in the current virtual battle task completes the evacuation from the target area;
[0234] Here, after each virtual object completes the evacuation from the target area, the settlement of the current virtual battle task is performed on the player corresponding to the current virtual object.
[0235] (2) All the virtual objects that are not eliminated in the current virtual battle task complete the evacuation from the target area.
[0236] Here, after all the virtual objects that are not eliminated in the current virtual battle task complete the evacuation from the target area, the virtual objects that have completed the evacuation are settled.
[0237] Among them, the settlement link refers to the link for evaluating the performance of the player in the current virtual battle task after the current virtual battle task ends, which can be presented in the form of obtained gold coins, accumulated experience values, etc. Furthermore, after meeting the above preset settlement conditions, the current virtual battle task can be ended.
[0238] The information processing method in the game provided by the embodiments of the present application enables players to master the current area state information of the target area without reaching the target area for evacuation. Moreover, players can more quickly determine the target area for evacuation by combining the position identifiers displayed in the scene map in real time and the current area state information of the target area displayed in the control interface, which helps players quickly reach the target area for evacuation and complete the evacuation in a timely manner, reduces the time-consuming for players to search for the target area for evacuation during the game process, speeds up the game process, improves the human-computer interaction efficiency, makes the game time of a single virtual battle task not too long, and thereby reduces the waste of terminal processing resources and power resources.
[0239] Based on the same inventive concept, an embodiment of the present application further provides a device corresponding to the information processing method in the game. Since the principle of solving problems by the device in the embodiment of the present application is similar to that of the above method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.
[0240] Please refer to Figure 6 , Figure 6 , which is a schematic structural diagram of an information processing device in a game provided by an embodiment of the present application. As Figure 6 shown in , the information processing device in the game provided by the embodiment of the present application provides a game interface through a terminal device. The game interface includes a game screen and a control interface. The game screen includes a virtual scene of the current virtual battle task. The control interface includes a scene map control. The device 600 includes:
[0241] An area generation module 601, configured to control at least one target area to be generated in the virtual scene in response to the current virtual battle task meeting a preset condition;
[0242] A control generation module 602, configured to generate at least one corresponding position identifier at a position corresponding to the orientation information in the scene map corresponding to the scene map control according to the orientation information of the at least one target area in the virtual scene, and generate at least one area identifier control corresponding to the at least one target area in the control interface;
[0243] A parameter adjustment module 603, configured to obtain the current area status information of the target area in response to an activation behavior executed by a virtual object in the target area, and adjust the display parameters of the area identifier control according to the current area status information to characterize the current area status information;
[0244] An evacuation response module 604, configured to determine that the virtual object has completed evacuation in the target area in response to an evacuation behavior executed by the virtual object in the target area.
[0245] Here, the target area for evacuation can be determined more quickly by combining the position identifier displayed in the scene map in real time and the current area status information of the target area displayed in the control interface, which helps the player quickly reach the target area for evacuation and complete the evacuation in time, reduces the time consumed by the player to search for the target area for evacuation during the game process, speeds up the game process, improves the human-computer interaction efficiency, prevents the game time of a single virtual battle task from being too long, and further reduces the waste of terminal processing resources and power resources.
[0246] In an alternative embodiment of the present application, the device 600 further includes an information synchronization module (not shown in the figure), and the information synchronization module is configured to: synchronize the current area status information of the target area to all surviving virtual objects in the current virtual battle task.
[0247] Here, synchronizing the current area status information of the target area throughout the virtual battle reduces the time-consuming for players to search for the target area for evacuation during the game process, speeds up the game process, improves the human-computer interaction efficiency, and prevents the game time of a single virtual battle task from being too long.
[0248] In an alternative embodiment of the present application, the device 600 further includes an information sending module (not shown in the figure), and the information sending module is configured to: send the current area status information represented by the display parameters of the adjusted area identification control to the game interfaces of at least one other virtual object, where the other virtual object belongs to the same camp as the virtual object.
[0249] Here, it helps the player who reaches the target area first and the teammates of this player to evacuate from the target area as soon as possible, reduces the time-consuming for teammates to search for the target area for evacuation during the game process, speeds up the game process to a certain extent, and improves the human-computer interaction efficiency.
[0250] In an alternative embodiment of the present application, the preset conditions include at least one of the following items:
[0251] The game process of the current virtual battle task reaches a preset time point;
[0252] Here, it can avoid the situation where players miss the evacuation opportunity due to not knowing the generation time of the target area, speed up the game process, and improve the human-computer interaction efficiency.
[0253] The virtual objects in the current virtual battle task reach a specified position; the specified position is the generation position of any target area in the virtual scene or the trigger position preset in the virtual scene for triggering the generation of any target area;
[0254] Here, players can enter the target area for evacuation without waiting for the target area to be generated, saving time, reducing the interaction operations between players and the terminal device to reach the target area, improving the interaction efficiency, speeding up the game process. At the same time, there is no need to set program code for the preset time point in the computer, which can reduce computer resources to improve game performance.
[0255] The number of surviving virtual objects in the current virtual battle task reaches a set number;
[0256] The proportion of the first area in the virtual scene reaches a preset value; wherein, the first area is an area determined according to the area reduction rule for restricting the virtual object from executing the virtual battle task.
[0257] Here, all virtual objects in this virtual battle task always move towards some common areas, compete for resources and fight in this area, which helps to promote the game process, prevent the game time of a single virtual battle task from being too long, and thus reduce the waste of terminal processing resources and power resources.
[0258] In an alternative embodiment of the present application, the current area status information includes any one of the following items:
[0259] Start leaving state, ready to leave state, waiting to leave state, cooling state, and destruction state.
[0260] Here, various different current area status information of the target area helps players choose a suitable target area for evacuation according to different current area status information, thereby indirectly improving the human-computer interaction efficiency and accelerating the game process.
[0261] In an alternative embodiment of the present application, the device 600 further includes an information prompt module (not shown in the figure), and the information prompt module is used to: in response to the virtual object entering the target area before activation, display an activation prompt message in the control interface;
[0262] After displaying the activation prompt message, the parameter adjustment module 603 is specifically used to: in response to the activation behavior performed by the virtual object in the target area, obtain the current area status information of the activated target area, adjust the current area status information of the activated target area to the start leaving state, and adjust the display parameters of the area identification control according to the start leaving state.
[0263] Here, reminding the player to activate the target area through the activation prompt message can enable the player to activate the target area in time, avoid delaying the evacuation of the virtual object in the virtual battle task from the activated target area, help to promote the game process, and improve the human-computer interaction efficiency.
[0264] In an alternative embodiment of the present application, the parameter adjustment module 603 is specifically further used to: in response to the target area in the virtual scene being within the first area, obtain the current area status information of the target area within the first area, adjust the current area status information of the target area within the first area to the destruction state, and adjust the display parameters of the area identification control according to the destruction state, where the first area is an area determined according to the area reduction rule for restricting the virtual object from executing the virtual battle task.
[0265] Here, the activity range of the virtual object in the virtual scene is restricted, thereby avoiding the problem of long time consumption caused by the long moving distance of the virtual object in the virtual scene, indirectly improving the human-computer interaction efficiency, and accelerating the game process.
[0266] In an alternative embodiment of the present application, the device 600 further includes a generation prompt module (not shown in the figure). After the current area state information of the target area in the first area is adjusted to the destruction state, the generation prompt module is configured to: regenerate the destroyed target area in a non-first area of the virtual scene, and send a prompt message for prompting the virtual object that the target area is regenerated in the virtual scene.
[0267] Here, since multiple target areas can be synchronously used for the virtual object to evacuate, the evacuation time of the virtual object in this virtual battle task is greatly reduced, the evacuation efficiency of the player is improved, and thus the game process is accelerated.
[0268] In an alternative embodiment of the present application, the parameter adjustment module 603 is further specifically configured to: in response to the preparation-to-leave behavior executed by the virtual object in the target area, obtain the current area state information of the target area, adjust the current area state information of the target area to the preparation-to-leave state, and adjust the display parameters of the area identification control according to the preparation-to-leave state.
[0269] In an alternative embodiment of the present application, the parameter adjustment module 603 is further specifically configured to: in response to the vehicle in the virtual scene being in the target area, obtain the current area state information of the target area where the vehicle is located, adjust the current area state information of the target area where the vehicle is located to the waiting-to-leave state, and adjust the display parameters of the area identification control according to the waiting-to-leave state, where the vehicle is used to carry the virtual object to assist the virtual object in evacuating from the target area.
[0270] Here, it can be characterized that the current area state information is the waiting-to-leave state by the presence of a vehicle in the target area, so that the player can more easily master the current area state information, improve the player's proficiency in evacuating this virtual battle task, and thereby indirectly improve the human-computer interaction efficiency.
[0271] In an alternative embodiment of the present application, the device 600 further includes a quantity control generation module (not shown in the figure). After the current area state information of the target area where the vehicle is located is adjusted to the waiting-to-leave state, the quantity control generation module is configured to: generate a vehicle carrying quantity control in the control interface;
[0272] The evacuation response module 604 is specifically configured to: in response to the evacuation behavior performed by the virtual object in the target area, reduce the current carrying quantity of the vehicle, and adjust the display parameter of the vehicle carrying quantity control according to the current carrying quantity of the vehicle to characterize the current carrying quantity of the vehicle; in response to the evacuation condition satisfied by the virtual object in the target scenario, determine that the virtual object has completed evacuation in the target area.
[0273] Here, according to the prompt information of the current carrying quantity, the player can judge whether to reach the target area for evacuation, which can reduce the movement time of the virtual object in the virtual scene, thereby improving the human-computer interaction efficiency.
[0274] In an alternative embodiment of the present application, the evacuation condition satisfied by the virtual object in the target scenario includes at least one of the following items:
[0275] The number of virtual objects performing evacuation behavior in the target area reaches a preset quantity requirement;
[0276] There is an early evacuation behavior of the virtual object in the target area;
[0277] The current area status information of the target area is adjusted to a destroyed state.
[0278] Here, the above three evacuation conditions are all to ensure that the player can complete the evacuation from the target area as soon as possible after reaching the target area, so that the game time of a single virtual battle task will not be too long, thereby reducing the waste of terminal processing resources and power resources.
[0279] In an alternative embodiment of the present application, when it is determined that the virtual object has completed evacuation in the target area, the parameter adjustment module 603 is specifically further configured to: adjust the current area status information of the target area to a cooling state, and adjust the display parameter of the area identification control according to the cooling state.
[0280] Here, the game balance is ensured and the game performance is improved.
[0281] In an alternative embodiment of the present application, after the current area status information of the target area is adjusted to a cooling state, the parameter adjustment module 603 is specifically further configured to: in response to the end condition of the cooling time corresponding to the cooling state, continue to adjust the current area status information to a waiting-to-leave state, and adjust the display parameter of the area identification control according to the waiting-to-leave state.
[0282] Here, when the cooling time of the target area ends and before the target area is destroyed, the virtual object can continue to reach the target area for evacuation, so as to achieve the effect of evacuating from this virtual battle task as soon as possible, thereby improving the efficiency of the player's evacuation and accelerating the game process.
[0283] In an optional embodiment of the present application, the device 600 further includes a game settlement module 605, and the game settlement module 605 is configured to: when the virtual battle task meets the preset settlement conditions, trigger the settlement link of the virtual battle task;
[0284] Wherein, the preset settlement conditions include any one of the following items:
[0285] The virtual object in the virtual battle task completes the evacuation from the target area;
[0286] All the virtual objects that are not eliminated in the virtual battle task complete the evacuation from the target area.
[0287] Here, the integrity of the game is ensured.
[0288] Please refer to Figure 8 , Figure 8 which is a schematic structural diagram of an electronic device provided by an embodiment of the present application. As Figure 8 shown in
[0289] The memory 802 stores machine-readable instructions executable by the processor 801. When the electronic device 800 runs, the processor 801 communicates with the memory 802 through the bus 803, so that the processor 801 executes the following instructions when running:
[0290] Responding to the virtual battle task meeting the preset conditions, controlling to generate at least one target area in the virtual scene;
[0291] According to the orientation information of the at least one target area in the virtual scene, generating at least one corresponding position identifier at the position corresponding to the orientation information in the scene map corresponding to the scene map control, and generating at least one area identifier control corresponding to the at least one target area in the control interface;
[0292] Responding to the activation behavior executed by the virtual object in the target area, obtaining the current area state information of the target area, and adjusting the display parameters of the area identifier control according to the current area state information to represent the current area state information;
[0293] In response to the evacuation behavior performed by the virtual object in the target area, it is determined that the virtual object has completed the evacuation in the target area.
[0294] Here, the target area for evacuation can be determined more quickly by combining the position identifiers displayed in real time on the scene map and the current area status information of the target area displayed in the control interface, which helps the player quickly reach the target area for evacuation and complete the evacuation in a timely manner, reduces the time-consuming for the player to search for the target area for evacuation during the game, speeds up the game process, improves the human-computer interaction efficiency, prevents the game time of a single virtual battle task from being too long, and further reduces the waste of terminal processing resources and power resources.
[0295] In an optional embodiment, the instructions executed by the processor 801 further include:
[0296] Synchronize the current area status information of the target area to all surviving virtual objects in the current virtual battle task.
[0297] Here, synchronizing the current area status information of the target area in the entire virtual battle reduces the time-consuming for the player to search for the target area for evacuation during the game, speeds up the game process, improves the human-computer interaction efficiency, and prevents the game time of a single virtual battle task from being too long.
[0298] In an optional embodiment, the instructions executed by the processor 801 further include:
[0299] Send the current area status information represented by the display parameters of the adjusted area identification control to the game interfaces of at least one other virtual object, where the other virtual object belongs to the same camp as the virtual object.
[0300] Here, it helps the player who reaches the target area first and the player's teammates to evacuate from the target area as soon as possible, reduces the time-consuming for the teammates to search for the target area for evacuation during the game, speeds up the game process to a certain extent, and improves the human-computer interaction efficiency.
[0301] In an optional embodiment, the preset conditions include at least one of the following items:
[0302] The game process of the current virtual battle task reaches a preset time point;
[0303] Here, it can avoid the situation where the player misses the evacuation opportunity due to not knowing the generation time of the target area, can speed up the game process, and improve the human-computer interaction efficiency.
[0304] The virtual object in the current virtual battle task reaches the specified location; the specified location is the generated location of any target area in the virtual scene or the trigger location preset in the virtual scene for triggering the generation of any target area;
[0305] Here, the player can enter the target area for evacuation without waiting for the target area to be generated, saving time, reducing the interaction operations between the player and the terminal device to reach the target area, improving the interaction efficiency, accelerating the game process. At the same time, there is no need to set program code for preset time points in the computer, which can reduce computer resources to improve game performance.
[0306] The number of surviving virtual objects in the current virtual battle task reaches the set number;
[0307] The proportion of the first area in the virtual scene in the entire virtual scene reaches a preset value; wherein, the first area is the area determined according to the area reduction rule for restricting the virtual object to execute the virtual battle task.
[0308] Here, all the virtual objects in the current virtual battle task always move towards some common areas, compete for resources and fight in this area, which helps to promote the game process, prevent the game time of a single virtual battle task from being too long, and thus reduce the waste of terminal processing resources and power resources.
[0309] In an optional embodiment, the current area status information includes any one of the following items:
[0310] Startup departure state, ready to leave state, waiting to leave state, cooling state, and destruction state.
[0311] Here, the various different current area status information of the target area helps the player to select a suitable target area for evacuation according to the different current area status information, thereby indirectly improving the human-computer interaction efficiency and accelerating the game process.
[0312] In an optional embodiment, the instructions executed by the processor 801 further include:
[0313] In response to the virtual object entering the target area before activation, display an activation prompt message in the control interface;
[0314] The steps of responding to the activation behavior of the virtual object in the target area, obtaining the current area status information of the target area, and adjusting the display parameters of the area identification control according to the current area status information include:
[0315] After displaying the activation prompt message, in response to the activation behavior performed by the virtual object in the target area, obtain the current area status information of the activated target area, adjust the current area status information of the activated target area to the start-to-leave state, and adjust the display parameters of the area identification control according to the start-to-leave state.
[0316] Here, by reminding the player to activate the target area through the activation prompt message, the player can activate the target area in a timely manner, avoiding delays in the virtual object's evacuation from the activated target area in the virtual battle task, which helps to advance the game process and improve the human-computer interaction efficiency.
[0317] In an optional embodiment, in the instructions executed by the processor 801, the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information further include:
[0318] In response to the target area in the virtual scene being within the first area, obtain the current area status information of the target area within the first area, adjust the current area status information of the target area within the first area to the destruction state, and adjust the display parameters of the area identification control according to the destruction state, where the first area is the area determined according to the area reduction rule for restricting the virtual object from performing the virtual battle task.
[0319] Here, the activity range of the virtual object in the virtual scene is restricted, thereby avoiding the problem of long time consumption caused by the long moving distance of the virtual object in the virtual scene, indirectly improving the human-computer interaction efficiency, and accelerating the game process.
[0320] In an optional embodiment, the instructions executed by the processor 801 further include:
[0321] After the current area status information of the target area within the first area is adjusted to the destruction state, regenerate the destroyed target area in the non-first area of the virtual scene, and send a prompt message for prompting the virtual object that the target area is regenerated in the virtual scene.
[0322] Here, since multiple target areas can be synchronously used for the virtual object to evacuate, the evacuation time of the virtual object in this virtual battle task is greatly reduced, the evacuation efficiency of the player is improved, and thus the game process is accelerated.
[0323] In an optional embodiment, in the instructions executed by the processor 801, the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information further include:
[0324] In response to the preparation-to-leave behavior performed by the virtual object in the target area, obtain the current area status information of the target area, adjust the current area status information of the target area to the preparation-to-leave state, and adjust the display parameters of the area identification control according to the preparation-to-leave state.
[0325] In an alternative embodiment, in the instructions executed by the processor 801, the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information further include:
[0326] In response to the vehicle in the virtual scene being within the target area, obtain the current area status information of the target area where the vehicle is located, adjust the current area status information of the target area where the vehicle is located to the waiting-to-leave state, and adjust the display parameters of the area identification control according to the waiting-to-leave state, where the vehicle is used to carry the virtual object to assist the virtual object in evacuating from the target area.
[0327] Here, the current area status information can be characterized as the waiting-to-leave state by the presence of a vehicle in the target area, enabling the player to more easily grasp the current area status information, improving the player's proficiency in evacuating from this virtual battle task, and thus indirectly enhancing the human-computer interaction efficiency.
[0328] In an alternative embodiment, the instructions executed by the processor 801 further include:
[0329] After the current area status information of the target area where the vehicle is located is adjusted to the waiting-to-leave state, generate a vehicle carrying quantity control in the control interface;
[0330] In response to the evacuation behavior performed by the virtual object in the target area, the steps of determining that the virtual object has completed evacuation in the target area include:
[0331] In response to the evacuation behavior performed by the virtual object in the target area, reduce the current carrying quantity of the vehicle, and adjust the display parameters of the vehicle carrying quantity control according to the current carrying quantity of the vehicle to represent the current carrying quantity of the vehicle;
[0332] In response to the evacuation condition satisfied by the virtual object in the target scene, determine that the virtual object has completed evacuation in the target area.
[0333] Here, based on the prompt information of the current carrying quantity, the player can determine whether to reach the target area for evacuation, which can reduce the movement time of the virtual object in the virtual scene and thus improve the human-computer interaction efficiency.
[0334] In an alternative embodiment, the evacuation conditions satisfied by the virtual object in the target scenario include at least one of the following items:
[0335] The number of virtual objects performing evacuation behavior in the target area reaches the preset quantity requirement;
[0336] There is an early evacuation behavior of the virtual objects in the target area;
[0337] The current area status information of the target area is adjusted to the destruction state.
[0338] Here, the above three evacuation conditions are all to ensure that players can complete the evacuation from the target area as soon as possible after reaching the target area, so that the game time of a single virtual battle task will not be too long, thereby reducing the waste of terminal processing resources and power resources.
[0339] In an alternative embodiment, the instructions executed by the processor 801 further include:
[0340] When it is determined that the virtual object has completed the evacuation in the target area, the current area status information of the target area is adjusted to the cooling state, and the display parameters of the area identification control are adjusted according to the cooling state.
[0341] Here, the game balance is ensured and the game performance is improved.
[0342] In an alternative embodiment, the instructions executed by the processor 801 further include:
[0343] When the current area status information of the target area is adjusted to the cooling state, in response to the end condition of the cooling time corresponding to the cooling state, the current area status information is further adjusted to the waiting-to-leave state, and the display parameters of the area identification control are adjusted according to the waiting-to-leave state.
[0344] Here, when the cooling time of the target area ends and before the target area is destroyed, virtual objects can continue to reach the target area for evacuation, so as to achieve the effect of evacuating from the current virtual battle task as soon as possible, thereby improving the efficiency of player evacuation and accelerating the game process.
[0345] In an alternative embodiment, the instructions executed by the processor 801 further include:
[0346] When the current virtual battle task meets the preset settlement conditions, trigger the settlement link of the current virtual battle task;
[0347] Among them, the preset settlement conditions include any one of the following items:
[0348] The virtual object in the current virtual battle task evacuates from the target area;
[0349] All virtual objects that are not eliminated in the current virtual battle task evacuate from the target area.
[0350] Here, the integrity of the game is ensured.
[0351] The embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the following commands are executed:
[0352] In response to the current virtual battle task meeting a preset condition, control at least one target area to be generated in the virtual scene;
[0353] According to the orientation information of the at least one target area in the virtual scene, generate at least one corresponding position identifier at the position corresponding to the orientation information in the scene map corresponding to the scene map control, and generate at least one area identifier control corresponding to the at least one target area in the control interface;
[0354] In response to the activation behavior executed by the virtual object in the target area, obtain the current area status information of the target area, and adjust the display parameters of the area identifier control according to the current area status information to characterize the current area status information;
[0355] In response to the evacuation behavior executed by the virtual object in the target area, determine that the virtual object has completed evacuation from the target area.
[0356] Here, the target area for evacuation can be determined more quickly by combining the position identifier displayed in the scene map in real time and the current area status information of the target area displayed in the control interface, which helps the player quickly reach the target area for evacuation and complete the evacuation in time, reduces the time-consuming for the player to search for the target area for evacuation during the game process, speeds up the game process, improves the human-computer interaction efficiency, prevents the game time of a single virtual battle task from being too long, and further reduces the waste of terminal processing resources and power resources.
[0357] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0358] Synchronize the current area status information of the target area to all surviving virtual objects in the current virtual battle task.
[0359] Here, synchronizing the current area status information of the target area throughout the virtual battle reduces the time-consuming for players to search for the target area for evacuation during the game, speeds up the game process, improves the human-computer interaction efficiency, and prevents the game time of a single virtual battle task from being too long.
[0360] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0361] Sending the current area status information characterized by the display parameters of the adjusted area identification control to the game interfaces of at least one other virtual object, where the other virtual object belongs to the same camp as the virtual object.
[0362] Here, it helps the player who reaches the target area first and the teammates of this player to evacuate from the target area as soon as possible, reduces the time-consuming for the teammates to search for the target area for evacuation during the game, speeds up the game process to a certain extent, and improves the human-computer interaction efficiency.
[0363] In an alternative embodiment, the preset conditions include at least one of the following items:
[0364] The game process of this virtual battle task reaches a preset time point;
[0365] Here, it can avoid the situation where players miss the evacuation opportunity due to not knowing the generation time of the target area, speed up the game process, and improve the human-computer interaction efficiency.
[0366] The virtual object in this virtual battle task reaches a specified position; the specified position is the generation position of any target area in the virtual scene or the trigger position preset in the virtual scene for triggering the generation of any target area;
[0367] Here, players can enter the target area for evacuation without waiting for the target area to be generated, saving time, reducing the interaction operations between players and the terminal device to reach the target area, improving the interaction efficiency, speeding up the game process. At the same time, there is no need to set program code for the preset time point in the computer, which can reduce computer resources to improve game performance.
[0368] The number of surviving virtual objects in this virtual battle task reaches a set number;
[0369] The proportion of the first area in the virtual scene reaches a preset value; wherein, the first area is the area determined according to the area reduction rule for restricting the virtual object to execute the virtual battle task.
[0370] Here, all virtual objects in the current virtual battle task always move towards some common areas, where they compete for resources and engage in battles, which helps to promote the game process, prevent the game time of a single virtual battle task from being too long, and thus reduce the waste of terminal processing resources and power resources.
[0371] In an alternative embodiment, the current area status information includes any one of the following items:
[0372] Startup departure state, ready-to-depart state, waiting-to-depart state, cooling state, and destruction state.
[0373] Here, various different current area status information of the target area helps players select a suitable target area for evacuation according to different current area status information, thereby indirectly improving the human-computer interaction efficiency and accelerating the game process.
[0374] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0375] In response to the virtual object entering the target area before activation, display an activation prompt message in the control interface;
[0376] The steps of, in response to the activation behavior of the virtual object in the target area, obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information include:
[0377] After displaying the activation prompt message, in response to the activation behavior of the virtual object in the target area, obtain the current area status information of the activated target area, adjust the current area status information of the activated target area to the startup departure state, and adjust the display parameters of the area identification control according to the startup departure state.
[0378] Here, reminding the player to activate the target area through the activation prompt message enables the player to activate the target area in a timely manner, avoiding delays in the evacuation of the virtual object in the virtual battle task from the activated target area, which helps to promote the game process and improve the human-computer interaction efficiency.
[0379] In an alternative embodiment, the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information in the instructions executed by the computer-readable storage medium further include:
[0380] In response to the target area in the virtual scenario being within the first area, obtain the current area status information of the target area within the first area, adjust the current area status information of the target area within the first area to a destroyed state, and adjust the display parameters of the area identification control according to the destroyed state, where the first area is the area determined according to the area reduction rule for restricting the virtual object from performing the virtual battle task.
[0381] Here, the activity range of the virtual object in the virtual scenario is restricted, which can avoid the problem of long time consumption caused by the long moving distance of the virtual object in the virtual scenario, indirectly improve the human-computer interaction efficiency, and speed up the game process.
[0382] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0383] After the current area status information of the target area within the first area is adjusted to the destroyed state, regenerate the destroyed target area in the non-first area of the virtual scenario, and send a prompt message for prompting the virtual object that a target area is regenerated in the virtual scenario.
[0384] Here, since multiple target areas can be synchronously used for the virtual object to evacuate, the evacuation time of the virtual object in this virtual battle task is greatly reduced, the evacuation efficiency of the player is improved, and the game process is speeded up.
[0385] In an optional embodiment, in the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information in the instructions executed by the computer-readable storage medium, it further includes:
[0386] In response to the preparation-to-leave behavior performed by the virtual object in the target area, obtain the current area status information of the target area, adjust the current area status information of the target area to the preparation-to-leave state, and adjust the display parameters of the area identification control according to the preparation-to-leave state.
[0387] In an optional embodiment, in the steps of obtaining the current area status information of the target area and adjusting the display parameters of the area identification control according to the current area status information in the instructions executed by the computer-readable storage medium, it further includes:
[0388] In response to the vehicle in the virtual scene being within the target area, obtain the current area status information of the target area where the vehicle is located, adjust the current area status information of the target area where the vehicle is located to a waiting-to-leave state, and adjust the display parameters of the area identification control according to the waiting-to-leave state, where the vehicle is used to carry the virtual object to assist the virtual object in evacuating from the target area.
[0389] Here, it can be characterized that the current area status information is in a waiting-to-leave state by the presence of a vehicle in the target area, so that players can more easily grasp the current area status information, improving the players' proficiency in evacuating from this virtual battle task, and thus indirectly improving the human-computer interaction efficiency.
[0390] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0391] After the current area status information of the target area where the vehicle is located is adjusted to the waiting-to-leave state, generate a vehicle carrying quantity control in the control interface;
[0392] In response to the evacuation behavior performed by the virtual object in the target area, the steps of determining that the virtual object has completed evacuation in the target area include:
[0393] In response to the evacuation behavior performed by the virtual object in the target area, reduce the current carrying quantity of the vehicle, and adjust the display parameters of the vehicle carrying quantity control according to the current carrying quantity of the vehicle to represent the current carrying quantity of the vehicle;
[0394] In response to the evacuation condition satisfied by the virtual object in the target scene, determine that the virtual object has completed evacuation in the target area.
[0395] Here, according to the prompt information of the current carrying quantity, players can judge whether to reach this target area for evacuation, which can reduce the movement time of the virtual object in the virtual scene, and thus improve the human-computer interaction efficiency.
[0396] In an optional embodiment, the evacuation conditions satisfied by the virtual object in the target scene include at least one of the following items:
[0397] The number of virtual objects performing evacuation behavior in the target area reaches the preset quantity requirement;
[0398] There is an early evacuation behavior of the virtual object in the target area;
[0399] The current area status information of the target area is adjusted to the destruction state.
[0400] Here, the above three evacuation conditions are all to ensure that players can complete the evacuation from the target area as soon as possible after reaching the target area, so that the game time of a single virtual battle task will not be too long, thereby reducing the waste of terminal processing resources and power resources.
[0401] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0402] When it is determined that the virtual object has completed the evacuation in the target area, adjust the current area status information of the target area to the cooling state, and adjust the display parameters of the area identification control according to the cooling state.
[0403] Here, the game balance is ensured and the game performance is improved.
[0404] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0405] After the current area status information of the target area is adjusted to the cooling state, in response to the end condition of the cooling time corresponding to the cooling state, continue to adjust the current area status information to the waiting-to-leave state, and adjust the display parameters of the area identification control according to the waiting-to-leave state.
[0406] Here, when the cooling time of the target area ends and before the target area is destroyed, the virtual object can continue to reach the target area for evacuation, so as to achieve the effect of evacuating from the current virtual battle task as soon as possible, thereby improving the efficiency of player evacuation and accelerating the game process.
[0407] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0408] When the current virtual battle task meets the preset settlement conditions, trigger the settlement link of the current virtual battle task;
[0409] Wherein, the preset settlement conditions include any one of the following items:
[0410] The virtual object in the current virtual battle task has completed the evacuation from the target area;
[0411] All the virtual objects that have not been eliminated in the current virtual battle task have completed the evacuation from the target area.
[0412] Here, the integrity of the game is ensured.
[0413] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0414] In several embodiments provided in the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.
[0415] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0416] In addition, in each embodiment of the present application, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.
[0417] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable memory executable by a processor. Based on such an understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a memory and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application. And the aforementioned memory includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM), random access memories (RAM), magnetic disks, or optical discs that can store program codes.
[0418] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; 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 application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
Claims
1. An information processing method in a game, characterized in that, a game interface is provided by a terminal device, the game interface includes a game screen and a control interface, the game screen includes a virtual scene of the current virtual battle task, and the control interface includes a scene map control. The method includes: In response to the current virtual battle task meeting a preset condition, controlling at least one evacuation area to be generated in the virtual scene for providing a place where a virtual object can perform an evacuation; According to the orientation information of the at least one evacuation area in the virtual scene, at least one corresponding position identifier is generated at a position corresponding to the orientation information in the scene map corresponding to the scene map control, and at least one area identifier control corresponding to the at least one evacuation area is generated in the control interface; In response to an activation behavior performed by a virtual object in the evacuation area, obtaining the current area status information of the evacuation area, and adjusting the display parameters of the area identifier control according to the current area status information to represent the current area status information, where the current area status information is used to indicate the current stage of the corresponding evacuation area during the process of the virtual object evacuating from the virtual scene of the current virtual battle task; In response to the evacuation behavior performed by the virtual object in the evacuation area, determining that the virtual object has completed the evacuation in the evacuation area.
2. The method according to claim 1, characterized in that, the method further includes: Synchronizing the current area status information of the evacuation area to all surviving virtual objects in the current virtual battle task.
3. The method according to claim 1, characterized in that, the method further includes: Sending the current area status information represented by the adjusted display parameters of the area identifier control to the game interfaces of at least one other virtual object, where the other virtual object and the virtual object belong to the same camp.
4. The method according to claim 1, characterized in that, the preset condition includes at least one of the following items: The game process of the current virtual battle task reaches a preset time point; The virtual objects in the current virtual battle task reach a specified position; the specified position is the generation position of any evacuation area in the virtual scene or the trigger position preset in the virtual scene for triggering the generation of any evacuation area; The number of surviving virtual objects in the current virtual battle task reaches a set number; The proportion of a first area in the virtual scene in the entire virtual scene reaches a preset value; wherein, the first area is an area determined according to an area reduction rule for restricting the virtual object from performing the virtual battle task.
5. The method according to claim 1, characterized in that, the current area status information includes any one of the following items: Startup leave state, ready to leave state, waiting to leave state, cooling state, and destruction state.
6. The method according to claim 1, characterized in that, the method further includes: In response to the virtual object entering the evacuation area before activation, displaying an activation prompt message in the control interface; The step of obtaining the current area status information of the evacuation area and adjusting the display parameters of the area identification control according to the current area status information in response to the activation behavior performed by the virtual object in the evacuation area includes: After displaying the activation prompt message, in response to the activation behavior performed by the virtual object in the evacuation area, obtain the current area status information of the activated evacuation area, adjust the current area status information of the activated evacuation area to the start-to-leave state, and adjust the display parameters of the area identification control according to the start-to-leave state.
7. The method according to claim 1, wherein, the step of obtaining the current area status information of the evacuation area and adjusting the display parameters of the area identification control according to the current area status information further includes: In response to the evacuation area in the virtual scene being within the first area, obtain the current area status information of the evacuation area within the first area, adjust the current area status information of the evacuation area within the first area to the destroyed state, and adjust the display parameters of the area identification control according to the destroyed state, wherein the first area is the area determined according to the area restriction rule for restricting the virtual object from performing the virtual battle task.
8. The method according to claim 7, wherein, the method further includes: After the current area status information of the evacuation area within the first area is adjusted to the destroyed state, regenerate the destroyed evacuation area in the non-first area of the virtual scene, and send a prompt message for prompting the virtual object that an evacuation area is regenerated in the virtual scene.
9. The method according to claim 1, wherein, the step of obtaining the current area status information of the evacuation area and adjusting the display parameters of the area identification control according to the current area status information further includes: In response to the preparation-to-leave behavior performed by the virtual object in the evacuation area, obtain the current area status information of the evacuation area, adjust the current area status information of the evacuation area to the preparation-to-leave state, and adjust the display parameters of the area identification control according to the preparation-to-leave state.
10. The method according to claim 9, wherein, the step of obtaining the current area status information of the evacuation area and adjusting the display parameters of the area identification control according to the current area status information further includes: In response to the vehicle in the virtual scene being within the evacuation area, obtain the current area status information of the evacuation area where the vehicle is located, adjust the current area status information of the evacuation area where the vehicle is located to the waiting-to-leave state, and adjust the display parameters of the area identification control according to the waiting-to-leave state, wherein the vehicle is used to carry the virtual object to assist the virtual object in completing the evacuation from the evacuation area.
11. The method according to claim 10, wherein, the method further includes: After the current area status information of the evacuation area where the vehicle is located is adjusted to the waiting-to-leave state, a vehicle carrying quantity control is generated in the control interface; Responding to the evacuation behavior performed by the virtual object in the evacuation area, the steps of determining that the virtual object has completed evacuation in the evacuation area include: Responding to the evacuation behavior performed by the virtual object in the evacuation area, reducing the current carrying quantity of the vehicle, and adjusting the display parameters of the vehicle carrying quantity control according to the current carrying quantity of the vehicle to characterize the current carrying quantity of the vehicle; Responding to the evacuation conditions satisfied by the virtual object in the target scene, determining that the virtual object has completed evacuation in the evacuation area.
12. The method according to claim 11, wherein, the evacuation conditions satisfied by the virtual object in the target scene include at least one of the following items: the number of virtual objects performing evacuation behavior in the evacuation area reaches a preset quantity requirement; there is an early evacuation behavior of the virtual objects in the evacuation area; the current area status information of the evacuation area is adjusted to the destroyed state.
13. The method according to claim 11, wherein, the method further includes: when it is determined that the virtual object has completed evacuation in the evacuation area, adjusting the current area status information of the evacuation area to the cooling state, and adjusting the display parameters of the area identification control according to the cooling state.
14. The method according to claim 13, wherein, the method further includes: after the current area status information of the evacuation area is adjusted to the cooling state, responding to the end condition of the cooling time corresponding to the cooling state, continuously adjusting the current area status information to the waiting-to-leave state, and adjusting the display parameters of the area identification control according to the waiting-to-leave state.
15. The method according to claim 1, wherein, the method further includes: when the current virtual battle task meets the preset settlement conditions, triggering to enter the settlement link of the current virtual battle task; wherein, the preset settlement conditions include any one of the following items: the virtual objects in the current virtual battle task have completed evacuation from the evacuation area; all the virtual objects not eliminated in the current virtual battle task have completed evacuation from the evacuation area.
16. An information processing device in a game, wherein, a game interface is provided through a terminal device, the game interface includes a game screen and a control interface, the game screen includes the virtual scene of the current virtual battle task, and the control interface includes a scene map control, and the device includes: an area generation module, configured to respond to the current virtual battle task meeting the preset conditions, and control to generate at least one evacuation area in the virtual scene for providing a place where virtual objects can perform evacuation; A control generation module, configured to generate at least one corresponding position identifier at a position corresponding to the orientation information in the scene map corresponding to the scene map control according to the orientation information of the at least one evacuation area in the virtual scene, and generate at least one area identifier control corresponding to the at least one evacuation area in the control interface; A parameter adjustment module, configured to, in response to an activation behavior performed by a virtual object in the evacuation area, obtain the current area status information of the evacuation area, and adjust the display parameters of the area identifier control according to the current area status information to characterize the current area status information, where the current area status information is used to indicate the current stage of the corresponding evacuation area in the process of the virtual object evacuating the virtual scene of the current virtual battle task; An evacuation response module, configured to, in response to an evacuation behavior performed by the virtual object in the evacuation area, determine that the virtual object has completed evacuation in the evacuation area.
17. An electronic device, characterized in that, it includes: a processor, a memory and a bus, where the memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus, and the processor executes the machine-readable instructions to perform the steps of the method according to any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, a computer program is stored on the storage medium, and when the computer program is run by a processor, it performs the steps of the method according to any one of claims 1 to 15.
Citation Information
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