Information Processing Method, Device, Electronic Device and Storage Medium in a Game

By automatically sending scene-matched expressions to virtual objects in the game, the problem of cumbersome operations of players is solved, and the usage rate and interaction efficiency of expressions are improved.

CN115400427BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211032640.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-26
Publication Date
2025-07-29
Estimated Expiration
2042-08-26

AI Technical Summary

Technical Problem

In the game, players use expressions to operate cumbersomely and time-consumingly, resulting in low usage of expressions and easy to be attacked during the operation.

Method used

The terminal device provides a graphical user interface. When the scene parameters of the first virtual object meet the trigger conditions, the expression matching the scene parameters is automatically sent to the second virtual object, and the expression types shared by all members or shared by the same team are used to improve the convenience of expression sending.

Benefits of technology

It enhances the interaction efficiency and role of expressions in the game, improves the usage rate of expressions, and reduces the risks of players when operating expressions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a method, apparatus, electronic device, and storage medium for information processing in a game. By providing a first graphical user interface on a terminal device, when the scenario parameters corresponding to a first virtual object meet the triggering conditions, a second virtual object will be determined according to the type of a first target expression, and the first target expression will be sent to the second virtual object to notify the information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object. Using the present disclosure can improve the convenience of players using expressions in the game, enhance the interaction effect of expressions in the game, and thus increase the usage rate of expressions in the game.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and in particular, to a method, apparatus, electronic device, and storage medium for information processing in a game. Background Art

[0002] In some games (such as battle royale games, MOBA games, etc.), an expression wheel is usually preset. Before starting a game session, players need to define which expressions are included in the expression wheel. When playing the game, if a player needs to use an expression, they need to first call out the expression wheel and then select a suitable expression from the expression wheel for use. After use, the expression will pop up near the player's character. In this way, the operation steps for players to use expressions are relatively cumbersome and time-consuming. During the process of using expressions, the player's character is vulnerable to attacks, which reduces the player's willingness to use expressions and results in a low usage rate of expressions in the game. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method, apparatus, electronic device, and storage medium for information processing in a game, so as to improve the convenience of players using expressions in the game, enhance the interaction effect of expressions in the game, and thus increase the usage rate of expressions in the game.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for information processing in a game, which provides a first graphical user interface through a terminal device; the method includes: responding to a control operation for the first virtual object, and controlling the first virtual object to execute an action corresponding to the control operation; responding to the situation parameter corresponding to the first virtual object satisfying a trigger condition, and determining a second virtual object according to the type of the first target expression, where the type of the first target expression includes a first type shared by all players and a second type shared by teammates, the second virtual object is another virtual object in the same game session as the first virtual object; the first target expression is an expression corresponding to the situation parameter; and sending the first target expression to the second virtual object to notify information corresponding to the first target expression through a second graphical user interface corresponding to the second virtual object.

[0005] In a second aspect, embodiments of the present disclosure further provide a method for processing information in a game, which provides a second graphical user interface through a terminal device; the second graphical user interface includes at least a part of a game scene and a second virtual object, and the method includes: responding to a control operation for the second virtual object, and controlling the second virtual object to perform an action corresponding to the control operation; receiving a first target expression sent by a first virtual object; wherein, the first target expression is sent by the terminal device corresponding to the first virtual object when the scenario parameters corresponding to the first virtual object meet a trigger condition, and the first target expression matches the scenario parameters; determining a display mode of information corresponding to the first target expression according to the game scene; wherein, the display mode includes display content and a display position; and displaying the information corresponding to the first target expression in the second graphical user interface according to the display mode.

[0006] In a third aspect, embodiments of the present disclosure further provide a device for processing information in a game, which provides a first graphical user interface through a terminal device; the device includes: a first control module, configured to respond to a control operation for a first virtual object and control the first virtual object to perform an action corresponding to the control operation; a first determination module, configured to determine a second virtual object according to the type of a first target expression in response to the scenario parameters corresponding to the first virtual object meeting a trigger condition; wherein, the type of the first target expression includes a first type shared by all members and a second type shared by members of the same team, and the second virtual object is another virtual object in the same game session as the first virtual object; the first target expression is an expression corresponding to the scenario parameters; and a first expression sending module, configured to send the first target expression to the second virtual object, so as to notify information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object.

[0007] Fourth aspect, embodiments of the present disclosure further provide an information processing device in a game, which provides a second graphical user interface through a terminal device; the second graphical user interface includes at least a part of a game scene and a second virtual object, and the device includes: a second control module, configured to respond to a control operation for the second virtual object and control the second virtual object to perform an action corresponding to the control operation; a first expression receiving module, configured to receive a first target expression sent by a first virtual object; wherein, the first target expression is sent by the terminal device corresponding to the first virtual object when the scenario parameters corresponding to the first virtual object meet a trigger condition, and the first target expression matches the scenario parameters; a second determination module, configured to determine a display mode of information corresponding to the first target expression according to the game scene; wherein, the display mode includes display content and a display position; an information display module, configured to display the information corresponding to the first target expression in the second graphical user interface according to the display mode.

[0008] Fifth aspect, embodiments of the present disclosure further provide an electronic device, including a processor and a memory, where the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned information processing method in a game.

[0009] Sixth aspect, embodiments of the present disclosure further provide a computer-readable storage medium, where the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned information processing method in a game.

[0010] Embodiments of the present disclosure provide an information processing method, device, electronic device, and storage medium in a game. By providing a first graphical user interface through a terminal device, when the scenario parameters corresponding to the first virtual object meet a trigger condition, the second virtual object is determined according to the type of the first target expression, and the first target expression is sent to the second virtual object, so as to notify the information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object. By adopting the above technology, when the scenario parameters corresponding to the first virtual object meet the trigger condition, the first target expression matching the scenario parameters is automatically sent to the second virtual object, improving the convenience of sending expressions in the game. During the game process, without additional operations, the expressions matching the above scenario parameters will be automatically sent to other virtual objects, and the information of the expressions will be notified in the graphical user interface corresponding to other virtual objects, enhancing the interaction efficiency and role of expressions in the game, thereby increasing the usage rate of expressions in the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] To more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0012] Figure 1 Schematic diagram of an implementation environment in an embodiment of the present disclosure;

[0013] Figure 2 Schematic flowchart of an information processing method in a game in an embodiment of the present disclosure;

[0014] Figure 3 Schematic diagram of a graphical user interface in an embodiment of the present disclosure;

[0015] Figure 4 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0016] Figure 5 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0017] Figure 6 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0018] Figure 7 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0019] Figure 8 Schematic diagram of an expression configuration sub - interface in an embodiment of the present disclosure;

[0020] Figure 9 Schematic diagram of another expression configuration sub - interface in an embodiment of the present disclosure;

[0021] Figure 10 Schematic diagram of another expression configuration sub - interface in an embodiment of the present disclosure;

[0022] Figure 11 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0023] Figure 12 Schematic flowchart of another information processing method in a game in an embodiment of the present disclosure;

[0024] Figure 13 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0025] Figure 14 Schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0026] Figure 15 It is a schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0027] Figure 16 It is a schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0028] Figure 17 It is a schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0029] Figure 18 It is a schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0030] Figure 19 It is a schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0031] Figure 20 It is a schematic diagram of another graphical user interface in an embodiment of the present disclosure;

[0032] Figure 21 It is a schematic structural diagram of an information processing device in a game in an embodiment of the present disclosure;

[0033] Figure 22 It is a schematic structural diagram of another information processing device in a game in an embodiment of the present disclosure;

[0034] Figure 23 It is a schematic structural diagram of an electronic device in an embodiment of the present disclosure. Detailed implementation manners

[0035] Next, the technical solutions of the present disclosure will be clearly and completely described in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.

[0036] First, the nouns involved in the present disclosure are introduced:

[0037] (1) Virtual scene (game scene)

[0038] A virtual scene is a virtual scene displayed (or provided) when an application runs on a terminal or a server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is 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. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. An exemplary virtual scene may include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or the virtual objects corresponding to the cards. An exemplary virtual scene may include elements such as a ring arena, a battle arena, or other "field" elements or other elements that can display the card battle status. For a 2D or 2.5D multiplayer online tactical competitive game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. An exemplary virtual scene may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0039] (2) Game Interface

[0040] The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. This interface includes a UI interface for players to interact with and a game screen. In an optional implementation, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game screen is the display screen corresponding to the terminal device displaying the virtual scene. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0041] (3) Virtual Object

[0042] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated 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 through training, or a non-player character (NPC) set in a virtual scene battle. 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 based on the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, to control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.

[0043] (4) Player Character

[0044] A player character is a virtual object that can be controlled by the player and moves within the game environment. In some video games, it is also called a shikigami character or a hero character. A player character can be at least one of several different forms, including a virtual person, a virtual animal, an anime character, or a virtual vehicle.

[0045] To facilitate understanding, we first describe a game scenario applicable to this embodiment. In a game, multiple virtual objects participate, with each user corresponding to one virtual object. These multiple virtual objects can be divided into two types: a first virtual object controlled by the player (i.e., the player's character) and a second virtual object not controlled by the player (i.e., other virtual objects in the same game as the first virtual object, i.e., other game characters). The game has a preset expression wheel. Before starting a game, the player defines which expressions are included in the expression wheel. During the game, if the player needs to use an expression, they can first call out the expression wheel by pressing a designated key on the keyboard, then click the appropriate expression on the expression wheel with the left mouse button to use it. After use, the expression will pop up near the player's character.

[0046] To address the aforementioned cumbersome and time-consuming use of emoticons, the present disclosure provides an in-game information processing method, device, electronic device, and storage medium to improve the convenience of using emoticons in-game, enhance the interactive effects of emoticons in-game, and thereby increase the usage rate of emoticons in-game. This technology can be applied to the aforementioned gaming scenarios, as well as other competitive gaming scenarios.

[0047] The information processing method in a game according to one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the information processing method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0048] In an alternative embodiment, 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 in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; however, the terminal device for information processing is 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, the game screen is decoded and output through the client device.

[0049] In an alternative embodiment, the terminal device can be a local terminal device. 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 an 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 a 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.

[0050] In a possible embodiment, the embodiment of the present invention provides an information processing method in a game. A graphical user interface is provided through a terminal device, where the terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above. By providing a graphical user interface through the terminal device, the graphical user interface includes at least a part of the game scene, a first virtual object, and a plurality of second virtual objects. The plurality of second virtual objects are other virtual objects in the same game session as the first virtual object.

[0051] The embodiments of the present disclosure provide Figure 1Schematic diagram of the shown implementation environment. The implementation environment 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 display method of the game process provided by the present disclosure, and the game server is the server side that executes the information processing method in the game provided by the present disclosure. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.

[0052] 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 a game session according to the game request of the client. Among them, the parameters of the game session can be determined according to the parameters in the received game request. For example, the parameters of the game session may include the number of people participating in the game session, the character levels of the people participating in the game session, etc. When the first terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the first terminal device. In an optional implementation manner, the server determines a target game session for the client from the multiple established game sessions according to the game request of the client. When the first terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the first terminal device. The first terminal device is a device controlled by a first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation instructions through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0053] 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 manner, the server establishes a game session according to the game request of the client. Among them, the parameters of the game session can be determined according to the parameters in the received game request. For example, the parameters of the game session may include the number of people participating in the game session, the character levels of the people participating in the game session, etc. When the second terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the second terminal device. In an optional implementation manner, the server determines a target game session for the client from the multiple established game sessions 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 game session through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0054] The server calculates data 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 rendering of corresponding virtual scenes and / or virtual objects in the graphical user interface according to the synchronized data sent by the server.

[0055] In this embodiment, the virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device are virtual objects in the same game session. Among them, the virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device may have the same character attributes or different character attributes.

[0056] It should be noted that the virtual objects in the current game session may include two or more virtual objects, and different virtual objects may correspond to different terminal devices respectively. That is to say, in the current game session, there are more than two terminal devices that respectively send and synchronize game data with the game server.

[0057] To facilitate the understanding of this embodiment, first, a method for controlling a virtual character disclosed in the embodiments of the present disclosure will be introduced in detail.

[0058] The embodiments of the present disclosure provide a method for processing information in a game. This method is applied to a terminal device (such as a mobile phone, a computer, a Pad, etc.), and a first graphical user interface is provided through the terminal device. The terminal device may be a touch device with a touch function or a non-touch device. For a touch device, game operations can be performed by touching the controls on the first graphical user interface. For a non-touch device, game operations can be performed through external devices such as a mouse, a keyboard, or a gamepad of the non-touch device. Refer to Figure 2 the flowchart of a method for processing information in a game shown in the figure. The execution subject of this method is described by taking the above terminal device as an example. This method includes the following steps:

[0059] Step S202: Respond to a control operation for a first virtual object, and control the first virtual object to execute the action corresponding to the control operation.

[0060] The above control operation may be an operation of pressing a specified key on the keyboard, an operation of touching a specified area of the graphical user interface, an operation of clicking a specified area of the graphical user interface with the mouse, etc. It can be determined according to actual needs specifically, and no limitation is imposed thereon.

[0061] Step S204: In response to the scenario parameters corresponding to the first virtual object satisfying the trigger condition, determine a second virtual object according to the type of the first target expression; wherein, the type of the first target expression includes a first type shared by all members and a second type shared by members of the same team, and the second virtual object is another virtual object in the same game session as the first virtual object; the first target expression is the expression corresponding to the scenario parameters.

[0062] The above scenario parameters may include status parameters, position parameters, etc.; the status parameters may characterize the action state of the first virtual object itself and / or the interaction state between the first virtual object and other virtual objects in the game; the position parameters may characterize the position of the first virtual object itself in the game scene and / or the relative position relationship between the first virtual object and other virtual objects in the game. For example, the status parameters may characterize the state of the first virtual object performing an action alone (such as the first virtual object staying in place, the first virtual object moving, etc.), and the position parameters may characterize the position of the first virtual object in the game scene (such as the first virtual object entering the invisibility grass, etc.). Correspondingly, the scenario parameters satisfying the trigger condition may be that the first virtual object is performing a specific action, the first virtual object is located at a specific position in the game scene, etc. For another example, the status parameters may characterize the interaction state between the first virtual object and other virtual objects in the game (such as the first virtual object entering a battle, the first virtual object being attacked, etc.), and the position parameters may characterize the relative position relationship between the first virtual object and other virtual objects in the game (such as the first virtual object entering the field of vision of other virtual objects, etc.). Correspondingly, the scenario parameters satisfying the trigger condition may be that the first virtual object and other virtual objects in the game maintain a specific interaction state, the first virtual object and other virtual objects in the game maintain a specific relative position relationship, etc. The above scenario parameters can be specifically customized according to actual needs and are not limited thereto.

[0063] The type of the first target expression can be represented by a type identifier (such as 0, 1). For example, if the type of the first target expression is 0, it indicates that the first target expression is of the first type shared by all members, and this first target expression can be sent to all online virtual objects in the game except the first virtual object. If the type of the first target expression is 1, it indicates that the first target expression is of the second type shared by the same team, and this first target expression can be sent to the online virtual objects in the game that belong to the same team as the first virtual object, and this first target expression cannot be sent to other virtual objects that do not belong to the same team as the first virtual object. Based on this, the above determination of the second virtual object according to the type of the first target expression specifically includes: if the type of the first target expression is the first type, determining the second virtual object as all online virtual objects in the game except the first virtual object; if the type of the first target expression is the second type, determining the second virtual object as the online virtual objects in the game that belong to the same team as the first virtual object.

[0064] To make the first target expression correspond to the scenario parameters, a correspondence relationship between the first target expression and the scenario parameters can be established in advance. For example, establish the correspondence relationship between each first target expression and the scenario parameters respectively. In this way, when the scenario parameters corresponding to the first virtual object meet the trigger condition, the terminal device can determine the first target expression that matches the scenario parameters based on this correspondence relationship, and thus determine the second virtual object according to the type of the first target expression.

[0065] Step S206, send the first target expression to the second virtual object to notify the information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object.

[0066] The first target expression sent to the second virtual object as mentioned above can refer to the information corresponding to this first target expression. For example, the first graphical user interface provided by the terminal device includes at least a part of the game scene and the first virtual object (i.e., the player character); when the scenario parameters corresponding to the first virtual object meet the trigger condition, the terminal device will send the first target expression to the second virtual object to notify the information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object. See Figure 3In a graphical user interface (i.e., a first graphical user interface) provided by a terminal device, there are virtual objects A (i.e., a first virtual object, also known as a player character), virtual objects B, and virtual objects C. Virtual objects A and B belong to a first team, and virtual object C belongs to a second team. A scenario parameter corresponding to virtual object A satisfies a trigger condition for virtual object A to enter a battle. A first target expression is an expression representing virtual object A entering a battle, and the type of the expression is a first type shared by all players. When virtual objects A and C engage in a battle, the terminal device determines virtual objects B and C as second virtual objects and sends the expression to the second virtual objects, so that information corresponding to the expression is displayed through a second graphical user interface corresponding to the second virtual objects.

[0067] The information processing method in the above-mentioned game provided by the embodiment of the present disclosure provides a first graphical user interface through a terminal device. When the scenario parameters corresponding to the first virtual object meet the trigger condition, the second virtual object is determined according to the type of the first target expression, and the first target expression is sent to the second virtual object, so as to notify the information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object. Using the above-mentioned technology, when the scenario parameters corresponding to the first virtual object meet the trigger condition, the first target expression that matches the scenario parameters is automatically sent to the second virtual object, thereby improving the convenience of sending expressions in the game. During the game, without performing additional operations, the player will automatically send the expression that matches the above-mentioned scenario parameters to other virtual objects, and notify the information of the expression in the graphical user interface corresponding to the other virtual objects, thereby enhancing the interactive efficiency and role of the expression in the game, thereby improving the usage rate of the expression in the game.

[0068] In order to make the automatically sent target expression more in line with the player's wishes, as a possible implementation method, the information processing method in the above game may also include the following steps: in response to the expression configuration operation, the chat box corresponding to the first virtual object is configured with a first target expression that matches the above scenario parameters. For example, the first graphical user interface provided by the terminal device includes at least a portion of the game scene, the first virtual object (that is, the player character) and the chat box corresponding to the first virtual object. When the player performs the expression configuration operation, the terminal device will configure the chat box with a first target expression that matches the scenario parameters. Through this expression configuration operation, the player can configure the first target expression for the chat box according to his or her preferences, and the scenario parameters corresponding to each first target expression can be pre-set in the game, or can be set by the player according to his or her preferences. This embodiment of the present disclosure does not limit this.

[0069] Based on this, the above step of sending the first target expression to the second virtual object may include the following operation: sending the first target expression to the second virtual object through the chat box. Figure 3, in the graphical user interface provided by the terminal device (i.e., the first graphical user interface), there are virtual object A (i.e., the first virtual object, also the player character), virtual object B, virtual object C, and chat box 11. Virtual object A and virtual object B belong to the first team, and virtual object C belongs to the second team. The scenario parameter satisfies the trigger condition that virtual object A is being attacked. Chat box 11 is configured with an expression (i.e., the first target expression) indicating that virtual object A is being attacked, and the type of this expression is the first type shared by all members. When virtual object A is being attacked by virtual object C, the terminal device will determine virtual object B and virtual object C as the second virtual objects, and send this expression to the second virtual objects through chat box 11, so as to display the information corresponding to this expression through the second graphical user interface corresponding to the second virtual objects.

[0070] Players can perform expression configuration operations on the chat box in scenarios such as before or after a game. After the terminal device responds to this expression configuration operation, it will configure the first target expression that matches the scenario parameter for the chat box. Exemplarily, the operation method of this step may include:

[0071] (11) Respond to the display operation for the expression wheel, and display the expression wheel in the first graphical user interface; where the expression wheel contains multiple pre-configured expressions, and the expressions in the expression wheel are usually presented in the form of expression icons or expression controls, which are simply referred to as expressions here.

[0072] (12) Respond to the first drag operation on the first target expression in the expression wheel, and move the first target expression according to the first drag operation; where the first target expression matches the scenario parameter.

[0073] (13) Respond to the first target expression moving to the chat box in the first graphical user interface, and configure the first target expression applicable to this game for the chat box.

[0074] The above display operation for the expression wheel can be an operation of pressing a specified key on the keyboard, an operation of touching a specified control on the graphical user interface, an operation of clicking a specified control on the graphical user interface, etc., which can be specifically determined according to actual needs and will not be limited here. For example Figure 4 and Figure 5 , Figure 4 in, there are virtual object A (i.e., the first virtual object, also the player character) and chat box 11 in the first graphical user interface. After the terminal device responds to the player pressing a specified key on the keyboard (i.e., performing the display operation for the expression wheel), it will display the expression wheel 12 in the first graphical user interface. This expression wheel 12 contains expression 13, expression 14, expression 15, and expression 16; Figure 5 in, the player drags expression 14 (i.e., the first target expression, and Figure 5The shadow on the Chinese emoji 14 indicates that the drag operation targets emoji 14. After the terminal device responds to this operation, it will control the movement of emoji 14 in the drag direction. Figure 5 The position where emoji 14 moves is represented by a shaded box 14a. When emoji 14 moves to the chat box 11, configure emoji 14 for the chat box 11. This emoji 14 can be used in this game session. Using this operation method, players can directly drag the emojis in the emoji wheel to the chat box, so that the chat box is configured with emojis suitable for single-game use, which can improve the convenience of emoji configuration operations while realizing the linkage between the chat box and emojis.

[0075] In order to enhance the interactivity of information and enable players to intuitively know whether the emoji configuration is successful, as a possible implementation method, after the above step (13), the information processing method in the above game may further include the following steps: Display a first prompt message indicating that the first target emoji is successfully configured in the first graphical user interface according to a first preset method; where the first preset method includes at least one of the following: Display a first set icon or first text information at the position corresponding to the chat box, display the chat box in a first set color; Cancel the display of the first prompt message in response to the display duration of the first prompt message reaching a first time threshold. Through this display method of the first prompt message, players can quickly know that the configuration is completed without additional operations by players, increasing the information interaction of the game.

[0076] In Figure 5 On the basis of, referring to Figure 6 the schematic diagram of the graphical user interface shown, after the terminal device binds emoji 14 to the chat box 11, a rectangular icon 18 with the words "Binding successful!" can be displayed on the right side of the chat box 11, and the display of the rectangular icon 18 is cancelled until the display duration reaches 3s. Using this method, players can judge whether the emoji configuration is successful according to the prompt message, improving the intuitiveness of chat box emoji configuration.

[0077] To enhance the flexibility of the game and meet different usage requirements of players, the embodiments of the present disclosure expand the functions of the above-mentioned expression roulette. Players can directly select the expressions in the expression roulette and send them to other virtual objects. For example, in some scenarios, an expression roulette is displayed in the graphical user interface. When it is necessary to send an expression to other virtual objects, the expression can be selected from the expression roulette and sent to virtual objects of teammates or the whole team. Based on this, on the basis that the expression roulette is displayed in the first graphical user interface, as a possible implementation manner, the information processing method in the above game may further include the following steps: Respond to a second dragging operation for a second target expression in the expression roulette, and move the second target expression according to the second dragging operation. In response to the second target expression moving to the chat box, send the second target expression to a third virtual object corresponding to the second target expression through the chat box, so as to notify the information corresponding to the second target expression through the third graphical user interface corresponding to the third virtual object. The above expression roulette can be displayed on the first graphical user interface through a triggering operation, and the triggering operation can be implemented by pressing a set key on the keyboard of the terminal device, or by touching an expression roulette display control on the first graphical user interface. Through the above method, the expressions in the expression roulette can be quickly sent to the third virtual object side, so that the player corresponding to the third virtual object can quickly learn the information corresponding to the second target expression, which not only enhances the timeliness of game information interaction, but also improves the interest of the game and expands the usage scenarios of the expression roulette.

[0078] To facilitate the distinction between the dragging operations for the expressions in the above-mentioned expression roulette, the above-mentioned second dragging operation and the foregoing first dragging operation in the embodiments of the present disclosure are two different dragging operations. Taking the terminal device as a non-touch terminal as an example, the first dragging operation can be a dragging operation performed by pressing the left mouse button, and the second dragging operation can be a dragging operation performed by pressing the right mouse button. Alternatively, in the case where the terminal device is a non-touch terminal, the above-mentioned first dragging operation can be an operation corresponding to pressing the left mouse button plus pressing the A key on the keyboard, and the above-mentioned first dragging operation can be an operation corresponding to pressing the left mouse button plus pressing the B key on the keyboard. Taking the terminal device as a touch terminal as an example, the first dragging operation and the second dragging operation are operations with different dragging directions. For example, the first dragging operation can be a dragging operation that first drags the expression upward from the expression roulette for a certain distance and then drags it towards the chat box, and the second dragging operation can be a dragging operation that first drags the expression downward from the expression roulette for a certain distance and then drags it towards the chat box.

[0079] See Figure 7, in the first graphical user interface, there are virtual object A (i.e., the first virtual object, which is also the player character), virtual object B, virtual object C, chat box 11, and expression wheel 12. The expression wheel 12 includes expressions 13, 14, 15, and 16. Virtual object A and virtual object B belong to the first team, and virtual object C belongs to the second team. Chat box 11 is pre-configured with expressions 13, 14, 15, and 16; the player right-clicks and drags expression 15 (i.e., the second target expression) in the expression wheel that represents virtual object A requesting support from teammates, and Figure 7 in Figure 7 , the shadow on expression 15 is used to indicate that the drag operation targets expression 15. After the terminal device responds to this operation, it will control the movement of expression 15 in the drag direction ( Figure 7 in Figure 7 , the shaded box 15a is used to indicate the position of expression 15 after it moves), until expression 15 moves to chat box 11, and then sends expression 15 to the third virtual object corresponding to the second target expression through chat box 11, so as to display the information corresponding to expression 15 through the current graphical user interface (i.e., the third graphical user interface) of the player corresponding to virtual object B (i.e., the third virtual object). By adopting this operation method, the player can directly drag the expressions already configured in the chat box or the expressions not configured in the chat box in the expression wheel to the chat box, and then send the expression to the virtual object of other players through the chat box, which can improve the convenience of expression sending while realizing the linkage between the chat box and the expressions.

[0080] In addition to the method of configuring chat box expressions by dragging the expressions on the above expression wheel, as a possible implementation, the above configuration can also be completed through an expression configuration sub-page. Based on this, the step of configuring the first target expression matching the scenario parameters for the chat box corresponding to the first virtual object in response to the expression configuration operation can also include the following operation methods:

[0081] (31) Respond to the expression configuration operation for the first virtual object, and display an expression configuration sub-interface in the first graphical user interface; among them, the expression configuration sub-page can be the character / role configuration page corresponding to the virtual object, and the expression configuration sub-interface includes the first virtual object (i.e., the model of the first virtual object) and an expression library.

[0082] (32) Respond to the third drag operation on the first target expression in the above expression library, and move the first target expression according to the third drag operation; among them, the first target expression matches the scenario parameters. The third drag operation can be a drag operation performed by pressing the left or right mouse button, or a press-and-drag operation by touching the first target expression.

[0083] (33)In response to the first target expression moving to the first virtual object, configure a first target expression applicable to multiple games for the chat box corresponding to the first virtual object. Herein, the first target expression moving to the first virtual object specifically means that there is a partial overlapping area between the first target expression and the first virtual object, or the distance between the first target expression and the first virtual object is less than a preset distance threshold.

[0084] The above-mentioned expression configuration operation for the first virtual object can be an operation of pressing a specified key on the keyboard, an operation of touching a specified control on the graphical user interface, an operation of clicking a specified control on the graphical user interface, etc., which can be specifically determined according to actual needs and is not limited herein. Refer to Figure 8 and Figure 9 , in Figure 8 , after the terminal device responds to the player pressing a specified key on the keyboard (i.e., performing the expression configuration operation for the first virtual object), an expression configuration sub-interface will be displayed on the first graphical user interface. There is a virtual object A (i.e., the first virtual object, also the player character) and an expression library 19 in this expression configuration sub-interface. The expression library 19 includes expression 13, expression 14, expression 15, expression 16, and other expressions; Figure 9 , in Figure 9 , the player drags expression 15 (i.e., the first target expression, and Figure 9 , in

[0085] the dragging operation for expression 15 is represented by the shadow on expression 15). After the terminal device responds to this operation, it will control the movement of expression 15 in the dragging direction ( Figure 9 , in

[0085] the position of the moved expression 15 is represented by a shaded box 15b). When expression 15 moves to the virtual object A, configure expression 15 for the chat box. This way of binding expressions can be applicable to multiple games, that is, expression 15 can be used in multiple games. By adopting this operation method, the player can directly drag the expressions in the expression library to the player character on the expression configuration sub-interface, so that the chat box is configured with expressions applicable to multiple games, which can improve the convenience of the expression configuration operation while realizing the linkage between the chat box and the expressions.The expressions in the above expression library can also be divided into two categories. One category of expressions is those configured with game scenarios, and such expressions are suitable for the configuration of the chat box. The other category of expressions is those not configured with game scenarios, and such expressions are not suitable for the configuration of the chat box. They can be used for the configuration in the expression wheel or other expression usage scenarios. To facilitate the distinction between the two categories of expressions, these two categories of expressions can be divided into different expression groups in the expression library and distinguished by the names of the expression groups. For example: the automatic sending expression group and the manual sending expression group. Among them, the expressions in the automatic sending expression group are those configured with game scenarios, and the expressions in the manual sending expression group are those not configured with game scenarios. Or, an identifier of the category to which the expression belongs is displayed at a specified position of the expression icon. For example, an expression corresponding to the automatic sending expression group has the letter "A" at the upper right corner of the expression icon, and an expression corresponding to the manual sending expression group has the letter "N" at the upper right corner of the expression icon, etc.

[0086] To facilitate determining whether the above binding operation has been completed, as a possible implementation manner, after the above step (33), the information processing method in the above game may further include the following steps:

[0087] (34) Display a second prompt message indicating that the first target expression is successfully bound in the expression configuration sub-interface according to a second preset manner; wherein, the second preset manner includes at least one of the following: displaying a set second icon or second text information at the position corresponding to the first virtual object, or displaying the first virtual object in a second set color.

[0088] (35) Cancel the display of the second prompt message in response to the display duration of the second prompt message reaching a second time threshold.

[0089] Based on the above Figure 9 shown graphical user interface, referring to Figure 10 , after the terminal device configures expression 15 for the chat box, a rectangular icon 20 with the words "Binding successful!" will be displayed at the upper left of the virtual object A (i.e., the first virtual object, also the player character), and the display of the rectangular icon 20 will be cancelled until the display duration reaches 3s. Or, after the terminal device configures expression 15 for the chat box, a tick-shaped icon will be displayed at the upper right corner of the position where expression 15 is located in the expression library 19, indicating that the chat box has been successfully configured with expression 15. By adopting this method, players can judge whether the expression is successfully configured according to the second prompt message, improving the intuitiveness of the chat box expression configuration.

[0090] Exemplarily, for example Figures 8 to 10 , in Figure 8 , an expression wheel 12 may also be displayed in the expression configuration sub-interface. The expression wheel 12 includes expressions 13, 14, and 16 that have been successfully bound to the chat box in the expression library 19; Figure 9In [the above situation], after the player configures Emoticon 15 for the chat box by dragging Emoticon 15 from the Emoticon Library 19 to the virtual object A with a finger, the terminal device can also add Emoticon 15 to the Emoticon Wheel 12. Alternatively, the player can configure the Emoticon Wheel separately through the Emoticon Library so that when the player needs to send Emoticon 15 during the game, the player can select it through the Emoticon Wheel 12. By adopting this operation method, the intuitiveness of chat box emoticon configuration is further improved; and in the way of displaying the Emoticon Wheel in the Emoticon Configuration Sub-interface, the player can know which emoticons are available in the Emoticon Wheel and the arrangement order of the available emoticons in the Emoticon Wheel before starting the game, which further shortens the time for the player to get familiar with the Emoticon Wheel during the game, thereby improving the efficiency of the player using emoticons in the game.

[0091] Considering that some players like to turn on the voice function to interact with other players, and some players like to interact with other players in the form of emoticon display. As a possible implementation method, the above information processing method in the game may further include the following operation method: in response to a switching event of the scenario parameters corresponding to the first virtual object, check whether the voice function of the first virtual object is in the off state; if the voice function is in the off state, and the state parameter and / or position parameter included in the switched scenario parameters meet the trigger condition, execute the above steps of determining the second virtual object according to the type of the first target emoticon and sending the first target emoticon to the second virtual object. If the voice function is in the on state, the above steps of determining the second virtual object according to the type of the first target emoticon and sending the first target emoticon to the second virtual object may not be executed. By adopting this operation method, emoticons can also be used as a notification tool when the player does not turn on the voice function, enhancing the interaction effect of emoticons in the game, increasing the player's willingness to use emoticons, and thus increasing the usage rate of emoticons in the game. When the voice function is in the on state, information can be quickly transmitted through voice, and the above process of automatically sending emoticons may not be executed. Of course, as a possible implementation method, in the above state where the voice function is on, the above steps of determining the second virtual object according to the type of the first target emoticon and sending the first target emoticon to the second virtual object may also be executed. Which specific method to adopt can be set according to the actual game and the player's preference, and the embodiments of the present disclosure do not limit this.

[0092] In addition, in order to further enrich the content in the above Emoticon Wheel, in addition to including multiple emoticons, the above Emoticon Wheel may also include note information corresponding to the emoticons. Refer to Figures 4 to 10 , the central area 17 of the Emoticon Wheel 12 displays note information corresponding to the emoticons. The content of the note information may include operation prompt information corresponding to the emoticons, the name of the virtual object to which the emoticon belongs, and other personalized information corresponding to the emoticons, etc. The specific content can be customized according to actual needs and is not limited herein.

[0093] Considering that in a combat scenario, the position movements and interaction actions among virtual objects are relatively frequent, and the player's attention is usually focused on dealing with the combat. To avoid the interference of the expression information prompt on the combat, as a possible implementation, the information processing method in the above game may further include the following operation mode: in response to a switching event of the scenario parameters corresponding to the first virtual object, and the game scene corresponding to the switched scenario parameters is a non-combat scene, display the first target expression at the preset position corresponding to the first virtual object in the first graphical user interface. In this way, it can not only enrich the content of the graphical user interface, enhance the interest, but also not interfere with the combat process, improving the rationality of the expression use.

[0094] See Figure 11 , in the graphical user interface provided by the terminal device (i.e., the first graphical user interface), there is a virtual object A (i.e., the first virtual object, also the player character) and a chat box 11. The virtual object A and the virtual object B belong to the same team. The scenario parameters corresponding to the virtual object A meet the trigger condition that the virtual object A is treating itself. The chat box 11 is configured with an expression (i.e., the first target expression) representing that the virtual object A is treating itself, and the type of this expression is the first type shared by all members; when the virtual object A is treating itself, the terminal device will display this expression in the form of a bubble 21 at the upper left of the virtual object A.

[0095] The above non-combat scene may refer to the first virtual object being in a non-combat scene, or the team where the non-combat scene is located being in a non-combat scene. The embodiments of the present disclosure do not limit this.

[0096] The above information processing method in the game is mainly described from the side of the terminal device that sends the expression. Next, the processing on the other terminal device that receives the expression will be introduced. The embodiments of the present disclosure also provide another information processing method in the game. This method is applied to the terminal device. Through the terminal device, a second graphical user interface is provided, and the second graphical user interface includes at least a part of the game scene and a second virtual object (i.e., other virtual objects in the same game session as the above first virtual object). See Figure 12 The flowchart of an information processing method in a game shown in the figure. The execution subject of this method is described by taking the above terminal device as an example. This method includes the following steps:

[0097] Step S1202, in response to a control operation for the second virtual object, control the second virtual object to execute the action corresponding to the control operation.

[0098] Step S1204: Receive the first target expression sent by the first virtual object. The first target expression is sent by the terminal device corresponding to the first virtual object when the scenario parameters corresponding to the first virtual object meet the trigger condition, and the first target expression matches the scenario parameters.

[0099] The above control operations and scenario parameters are similar to the relevant content in the previous text and will not be elaborated here.

[0100] Step S1206: Determine the display method of the information corresponding to the first target expression according to the game scene (i.e., the game scene corresponding to the second virtual object). The display method includes the display content and the display position.

[0101] The above display content specifically refers to the information corresponding to the first target expression. This information can be the first target expression itself, or the text information corresponding to the first target expression, or the picture information corresponding to the first target expression, etc., and can be specifically determined according to the game scene corresponding to the second virtual object. The above display position specifically refers to the display position of the information corresponding to the first target expression in the second graphical user interface, and the specific display position can be different according to the different display content.

[0102] Step S1208: Display the information corresponding to the first target expression in the second graphical user interface according to this display method.

[0103] See Figure 3 and Figure 13 , Figure 3 is the first graphical user interface corresponding to virtual object A (i.e., the first virtual object). The trigger condition for the scenario parameters corresponding to virtual object A to be met is that virtual object A enters the battle. Figure 3 In, the first target expression is the expression indicating that virtual object A enters the battle, and the type of this expression is the first type shared by all members. Figure 13 In, the graphical user interface provided by the terminal device (i.e., the second graphical user interface) includes virtual object B (i.e., the second virtual object), virtual object A, and virtual object C. When virtual object A and virtual object C are in battle, the terminal device will receive the first target expression sent by virtual object A to virtual object B, determine the display content of the information corresponding to this expression as the bubble 22 containing this expression and / or the floating text 23 represented by the words "XXX is being beaten" ("XXX" is the player ID corresponding to virtual object A), determine the display position of the bubble 22 as the upper left of virtual object A, and determine the display position of the floating text 23 as the lower left of the second graphical user interface; then the terminal device will display the bubble 22 at the upper left of virtual object A and display the floating text 23 at the lower left of the second graphical user interface at the same time.

[0104] The information processing method in the above game provided by the embodiments of the present disclosure provides a second graphical user interface including at least a part of the game scene and a second virtual object through a terminal device; when the scenario parameters corresponding to the first virtual object meet the trigger condition, a first target expression matching the scenario parameters sent by the first virtual object to the second virtual object will be received; the display method of the information corresponding to the first target expression is determined according to the game scene, and the information corresponding to the first target expression is displayed in the second graphical user interface according to the display method. By adopting the above technology, when the scenario parameters corresponding to the first virtual object meet the trigger condition, an expression matching the scenario parameters is automatically sent to the second virtual object. After receiving the expression on the second virtual object side, by determining the display method, the information corresponding to the expression can be reasonably displayed, which further improves the rationality of the display of the information corresponding to the expression on the basis of improving the convenience of expression interaction in the game, enhances the interaction effect of the expression in the game, and thus increases the usage rate of the expression in the game.

[0105] As a possible implementation manner, the above step S1206 may include the following operation modes: checking whether the game scene belongs to a combat scene and checking the distance between the first virtual object and the second virtual object, and determining the display method of the information corresponding to the first target expression according to the check result; wherein, the above display method may include a first display method and a second display method; the first display method may include: displaying the information corresponding to the first target expression at the position corresponding to the avatar of the first virtual object, and / or, displaying the information corresponding to the first target expression in the chat box corresponding to the second virtual object; the second display method may include displaying the information corresponding to the first target expression at the position corresponding to the first virtual object.

[0106] Based on the above first display method and the above second display method, the above step S1208 may include the following operation modes: (1) If the determined display method is the first display method, display the first target expression at the position corresponding to the avatar of the first virtual object in the second graphical user interface, and / or, display the text information corresponding to the first target expression in the chat box corresponding to the second virtual object; (2) If the determined display method is the second display method, display the first target expression at the position corresponding to the first virtual object in the second graphical user interface.

[0107] The position corresponding to the avatar of the first virtual object and the position corresponding to the first virtual object are two different positions. The position corresponding to the avatar of the first virtual object refers to the position where the avatar list or avatar area of the same team members is centrally displayed, while the position corresponding to the first virtual object refers to the position where the model of the first virtual object is located, which is the content within the game scene.

[0108] By adopting the above-described method for determining the display mode of expression information and displaying the expression information according to the determined display mode, when the second virtual object receives an expression sent by the first virtual object, it can more flexibly display the information corresponding to the expression at the corresponding position in the second graphical user interface according to whether the game scenario belongs to a combat scenario and the distance between the two virtual objects. Players can directly obtain the information conveyed by the expression through this interface, which improves the flexibility of relevant information interaction during the use of expressions and the rationality of expression information display.

[0109] Exemplarily, the above-described method for determining the display mode of the information corresponding to the first target expression according to the inspection result may include the following operation modes:

[0110] Operation mode 1: If the game scenario is a combat scenario, determine the display mode of the information corresponding to the first target expression as the first display mode.

[0111] See Figure 14 , the graphical user interface provided by the terminal device (i.e., the second graphical user interface) includes virtual object B (i.e., the second virtual object), virtual object A (i.e., the first virtual object), virtual object C, the avatar B0 of virtual object B, the avatar A0 of virtual object A, and the chat box 25. Virtual object A and virtual object B belong to the first team, virtual object C belongs to the second team, the scenario parameter corresponding to virtual object A satisfies the trigger condition that virtual object A is being attacked, the chat box of virtual object A is configured with an expression (i.e., the first target expression) representing that virtual object A is being attacked, and the type of this expression is the second type shared by the same team; See Figure 15 , after the terminal device receives the first target expression sent by virtual object A to virtual object B, it will detect that virtual object A is being attacked by virtual object C (i.e., the game scenario belongs to a combat scenario), and then determine the display mode of the information corresponding to the first target expression as displaying a square icon 24 containing the first target expression to the right of the avatar A0 of virtual object A and displaying the text "XXX is being beaten" (where "XXX" is the player ID corresponding to virtual object A) in the chat box 25 in the form of a message.

[0112] By adopting the above Operation mode 1, when the second virtual object receives an expression sent by the first virtual object during combat, it can avoid the display of expression information from blocking the combat scenario, so as to directly obtain the information conveyed by the expression near the avatar of the first virtual object and / or in the chat box of the second virtual object, making the interaction of expressions in the game combat scenario more reasonable.

[0113] Operation Mode 2: If the game scenario is a non-combat scenario and the game scenario does not include the first virtual object or the distance between the first virtual object and the second virtual object is greater than the set distance threshold, determine that the display mode of the information corresponding to the first target expression is the first display mode.

[0114] See Figure 16 , the graphical user interface provided by the terminal device (i.e., the second graphical user interface) includes virtual object B (i.e., the second virtual object), invisibility grass 26, the avatar B0 of virtual object B, the avatar A0 of virtual object A (i.e., the first virtual object), and chat box 27. Virtual object A and virtual object B belong to the same team. The scenario parameter corresponding to virtual object A satisfies the trigger condition that virtual object A is outside the field of view of virtual object B and enters the invisibility grass. The first target expression is an expression representing virtual object A entering the invisibility grass, and the type of this expression is the second type shared by the same team. Therefore, after virtual object A enters the invisibility grass, it will automatically send the invisibility grass expression to virtual object B.

[0115] See Figure 17 , after the terminal device receives the first target expression sent by virtual object A to virtual object B, it checks that virtual object A is outside the field of view of virtual object B and enters the invisibility grass 26 (i.e., the game scenario does not belong to the combat scenario and the game scenario does not include the first virtual object), and determines that the display mode of the information corresponding to the first target expression is to display a square icon 27 containing an invisibility grass pattern to the right of the avatar A0 of virtual object A and / or display the text "XXX has entered the invisibility grass" in the form of a message in the chat box 27 ("XXX" is the player ID corresponding to virtual object A).

[0116] Figure 18 In, after the terminal device receives the first target expression sent by virtual object A to virtual object B, it checks that the distance between virtual object A and virtual object B is greater than the set distance threshold and virtual object A enters the invisibility grass 26 (i.e., the game scenario does not belong to the combat scenario and the distance between the first virtual object and the second virtual object is greater than the set distance threshold), and then it will determine that the display mode of the information corresponding to the first target expression is the same as the display mode shown in Figure 17 shown in.

[0117] Using the above Operation Mode 2, when in a non-combat situation and the game scenario does not include the virtual object sending the expression or the virtual object is too far from the virtual object receiving the expression, the information conveyed by the expression can be intuitively obtained near the avatar of the virtual object sending the expression and / or in the chat box of the virtual object receiving the expression, improving the intuitiveness of the expression information interaction in the non-combat scenario.

[0118] Operation Mode 3: If the game scenario is a non-combat scenario, and the game scenario includes a first virtual object, and the distance between the first virtual object and the second virtual object is less than or equal to the distance threshold, determine that the display mode of the information corresponding to the first target expression is the second display mode.

[0119] See Figure 19 , the graphical user interface provided by the terminal device (i.e., the second graphical user interface) includes virtual object B (i.e., the second virtual object) and virtual object A (i.e., the first virtual object). Virtual object A and virtual object B belong to the same team. The scenario parameter corresponding to virtual object A satisfies the trigger condition that virtual object A is changing equipment. The first target expression is an expression indicating that virtual object A is changing equipment, and the type of this expression is the second type shared by the same team. After the terminal device receives the first target expression sent by virtual object A to virtual object B, it will detect that virtual object A is changing equipment (i.e., the game scenario does not belong to the combat scenario), and then it will determine that the display mode of the information corresponding to the first target expression is to display a bubble 28 containing the expression above the upper left of virtual object A.

[0120] Using the above Operation Mode 3, when the second virtual object that receives the expression is in a non-combat situation and the game scenario includes the first virtual object that sends the expression, the information conveyed by the expression sent by the first virtual object can be intuitively displayed near the first virtual object, improving the intuitiveness of the expression information interaction in the non-combat scenario.

[0121] As a possible implementation manner, the step of checking whether the game scenario belongs to the combat scenario may include at least one of the following operation modes: checking whether there is an enemy virtual object of the second virtual object within the attack range in the game scenario, and whether the enemy virtual object is set with an attack mark; checking whether the attribute values of the second virtual object and the enemy virtual object have changed; checking whether the weapons of the second virtual object and the enemy virtual object have collided.

[0122] The above attribute values may be health values, armor values, or other attribute values; in the initial state, when the virtual object has not been attacked, the attribute value of the virtual object has the maximum attribute value; when the virtual object is attacked, the attribute value of the virtual object will decrease.

[0123] Continuing with the previous example, in Figure 15 , after the terminal device receives the first target expression sent by virtual object A (i.e., the first virtual object) to virtual object B (i.e., the second virtual object), it will detect that the health value of virtual object B has not changed, detect that the health value of virtual object C (i.e., the enemy virtual object) is changing, and detect that the weapons of virtual object B and virtual object C have not collided; then the terminal device will determine that virtual object B and virtual object C are not in combat (i.e., the game scenario does not belong to the combat scenario).

[0124] By using the above operation method for checking whether the game scenario belongs to a combat scenario, the combat state of virtual objects in the game can be quickly and accurately determined, so as to display the information corresponding to the expression in a suitable display manner, thereby improving the efficiency and rationality of the display of expression information.

[0125] Considering that the display duration of an expression may occupy too much time on the game interface, as a possible implementation, the above information processing method in the game may further include the following steps: controlling the display duration of the information corresponding to the first target expression according to the expression type of the first target expression, where the expression type includes bubble expressions and action expressions.

[0126] Exemplarily, if the expression type of the first target expression is a bubble expression, the terminal device cancels the display of the information corresponding to the first target expression in response to the display duration of the information corresponding to the first target expression reaching a preset time threshold; if the expression type of the first target expression is an action expression, the terminal device cancels the display of the information corresponding to the first target expression in response to the end of the action playback of the first target expression.

[0127] For example, Figure 19 in, the expression type of the first target expression is a bubble expression. After the terminal device receives the first target expression sent by virtual object A (i.e., the first virtual object) to virtual object B (i.e., the second virtual object), it will control the display duration of the information corresponding to the first target expression to 3s, that is, the bubble 28 above the left of virtual object A will disappear after the display duration reaches 3s. Again, for example, the expression type of the first target expression is an action expression, and the action of the first target expression is that the first virtual object first falls and then cries. After the terminal device receives the first target expression sent by the first virtual object to the second virtual object, it will display the information corresponding to the first target expression in the second graphical user interface, and this information will disappear after the action of the first virtual object first falling and then crying is completed.

[0128] By using the above operation method for controlling the display duration of expression information, the flexibility of the display of expression information is further improved, and at the same time, the fun of using expressions is also increased.

[0129] For the expression directly sent by operating the expression wheel, on the receiving side of the expression, as a possible implementation, the above information processing method in the game may further include the following steps: receiving the second target expression sent by the third virtual object; where the second target expression is selected from the expression wheel corresponding to the third virtual object and sent through the chat box corresponding to the third virtual object. Display the second target expression at the position corresponding to the third virtual object in the second graphical user interface.

[0130] For example Figure 7 and Figure 20, after the terminal device receives the expression 15 (i.e., the second target expression) selected by the virtual object A (i.e., the third virtual object) from the expression wheel 12 shown in Figure 7 and sent through the chat box 11 shown in Figure 7 , a bubble 29 containing the expression 15 will be displayed at the upper left corner of the virtual object A on the graphical user interface (i.e., the second graphical user interface) shown in Figure 20 . By adopting this operation method, after a virtual object receives an expression selected by another virtual object from the expression wheel and sent through the chat box, the expression can be directly displayed near the other virtual object on the current game interface, which can improve the convenience of expression interaction in the game.

[0131] Figure 21 Based on the above information processing method in the game, an information processing device in the game is further provided in an embodiment of the present disclosure. As shown in Figure 21 , the device may include the following modules:

[0132] The first control module 2102 is configured to respond to a control operation for the first virtual object and control the first virtual object to execute an action corresponding to the control operation.

[0133] The first determination module 2104 is configured to, in response to the situation parameter corresponding to the first virtual object satisfying a trigger condition, determine a second virtual object according to the type of the first target expression; wherein, the type of the first target expression includes a first type shared by all members and a second type shared by the same team, the second virtual object is another virtual object in the same game session as the first virtual object; the first target expression is an expression corresponding to the situation parameter.

[0134] The first expression sending module 2106 is configured to send the first target expression to the second virtual object to notify information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object.

[0135] The information processing device in the above game provided by the embodiments of the present disclosure provides a first graphical user interface through a terminal device. When the scenario parameters corresponding to the first virtual object meet the trigger conditions, the second virtual object will be determined according to the type of the first target expression, and the first target expression will be sent to the second virtual object to notify the information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object. By adopting the above technology, when the scenario parameters corresponding to the first virtual object meet the trigger conditions, the first target expression matching the scenario parameters is automatically sent to the second virtual object, improving the convenience of sending expressions in the game. During the game process, without additional operations, the expressions matching the above scenario parameters will be automatically sent to other virtual objects, and the information of the expressions will be notified in the graphical user interfaces corresponding to other virtual objects, enhancing the interaction efficiency and role of expressions in the game, thereby increasing the usage rate of expressions in the game.

[0136] See Figure 21 As shown, the device may further include:

[0137] The first expression configuration module 2108 is configured to, in response to an expression configuration operation, configure a first target expression matching the scenario parameters for the chat box corresponding to the first virtual object.

[0138] The above first expression sending module 2106 may also be configured to: send the first target expression to the second virtual object through the chat box.

[0139] The above first expression configuration module 2108 may also be configured to: in response to a display operation on the expression wheel, display the expression wheel in the first graphical user interface; wherein, the expression wheel includes a plurality of pre-configured expressions; in response to a first dragging operation on the first target expression in the expression wheel, move the first target expression according to the first dragging operation; wherein, the first target expression matches the scenario parameters; in response to the first target expression moving to the chat box in the first graphical user interface, configure the first target expression applicable to the current game for the chat box.

[0140] See Figure 21 As shown, the device may further include:

[0141] The first prompt module 2110 is configured to display a first prompt message indicating that the first target expression is successfully configured in the first graphical user interface in a first preset manner; wherein, the first preset manner includes at least one of the following: displaying a first set icon or first text information at the position corresponding to the chat box, displaying the chat box in a first set color; in response to the display duration of the first prompt message reaching a first time threshold, cancel the display of the first prompt message.

[0142] The second expression sending module 2112 is configured to respond to a second dragging operation on a second target expression in the expression wheel, move the second target expression according to the second dragging operation; and in response to the second target expression moving to the chat box, send the second target expression to a third virtual object corresponding to the second target expression through the chat box, so as to notify information corresponding to the second target expression through a third graphical user interface corresponding to the third virtual object.

[0143] The above-mentioned first expression configuration module 2108 can also be configured to: respond to an expression configuration operation on the first virtual object, and display an expression configuration sub-interface on the first graphical user interface; wherein, the expression configuration sub-interface includes the first virtual object and an expression library; respond to a third dragging operation on a first target expression in the expression library, and move the first target expression according to the third dragging operation; wherein, the first target expression matches the scenario parameter; in response to the first target expression moving to the first virtual object, configure the first target expression applicable to multiple rounds of games for a chat box corresponding to the first virtual object.

[0144] See Figure 21 As shown in the figure, the device may further include:

[0145] The second prompt module 2114 is configured to display second prompt information indicating successful binding of the first target expression in the expression configuration sub-interface in a second preset manner; wherein, the second preset manner includes at least one of the following: displaying a set second icon or second text information at a position corresponding to the first virtual object, or displaying the first virtual object in a second set color; in response to the display duration of the second prompt information reaching a second time threshold, cancel the display of the second prompt information.

[0146] The voice function checking module 2116 is configured to respond to a switching event of scenario parameters corresponding to the first virtual object, and check whether the voice function of the first virtual object is in a closed state; if the voice function is in a closed state, and the state parameter and / or position parameter included in the switched scenario parameter satisfy the trigger condition, perform the steps of determining a second virtual object according to the type of the first target expression, and sending the first target expression to the second virtual object.

[0147] The first expression display module 2118 is configured to respond to a switching event of scenario parameters corresponding to the first virtual object, and when the game scenario corresponding to the switched scenario parameter is a non-combat scenario, display the first target expression at a preset position corresponding to the first virtual object in the first graphical user interface.

[0148] Based on the above information processing method in the game, an embodiment of the present disclosure further provides another information processing device in the game. Refer to Figure 22 As shown, the device may include the following modules:

[0149] A second control module 2202, configured to respond to a control operation for the second virtual object and control the second virtual object to perform an action corresponding to the control operation.

[0150] A first expression receiving module 2204, configured to receive a first target expression sent by a first virtual object; wherein, the first target expression is sent by a terminal device corresponding to the first virtual object when scenario parameters corresponding to the first virtual object meet a trigger condition, and the first target expression matches the scenario parameters.

[0151] A second determination module 2206, configured to determine a display manner of information corresponding to the first target expression according to the game scene; wherein, the display manner includes display content and a display position.

[0152] An information display module 2208, configured to display information corresponding to the first target expression in the second graphical user interface according to the display manner.

[0153] The above information processing device in the game provided by the embodiment of the present disclosure provides a second graphical user interface including at least a part of the game scene and a second virtual object through a terminal device; when scenario parameters corresponding to a first virtual object meet a trigger condition, a first target expression matching the scenario parameters sent by the first virtual object to the second virtual object will be received; the display manner of information corresponding to the first target expression is determined according to the game scene, and the information corresponding to the first target expression is displayed in the second graphical user interface according to the display manner. By adopting the above technology, when scenario parameters corresponding to a first virtual object meet a trigger condition, an expression matching the scenario parameters is automatically sent to the second virtual object. After the second virtual object receives the expression, by determining the display manner, the information corresponding to the expression can be reasonably displayed, which further improves the rationality of the display of information corresponding to the expression on the basis of improving the convenience of expression interaction in the game, enhances the interaction effect of the expression in the game, and thus improves the usage rate of the expression in the game.

[0154] The above-mentioned second determination module 2206 can also be used to: check whether the game scenario belongs to a combat scenario, and check the distance between the first virtual object and the second virtual object, and determine the display mode of the information corresponding to the first target expression according to the check result; wherein, the display mode includes a first display mode and a second display mode, and the first display mode includes: displaying the information corresponding to the first target expression at the position corresponding to the avatar of the first virtual object, and / or, displaying the information corresponding to the first target expression in the chat box corresponding to the second virtual object; the second display mode includes displaying the information corresponding to the first target expression at the corresponding position of the first virtual object.

[0155] The above-mentioned second determination module 2206 can also be used to: if the game scenario is a combat scenario, determine that the display mode of the information corresponding to the first target expression is the first display mode; if the game scenario is a non-combat scenario, and the game scenario does not include the first virtual object or the distance between the first virtual object and the second virtual object is greater than a set distance threshold, determine that the display mode of the information corresponding to the first target expression is the first display mode; if the game scenario is a non-combat scenario, and the game scenario includes the first virtual object, and the distance between the first virtual object and the second virtual object is less than or equal to the distance threshold, determine that the display mode of the information corresponding to the first target expression is the second display mode.

[0156] The above-mentioned information display module 2208 can also be used to: if the determined display mode is the first display mode, display the first target expression at the position corresponding to the avatar of the first virtual object in the second graphical user interface, and / or, display the text information corresponding to the first target expression in the chat box corresponding to the second virtual object; if the determined display mode is the second display mode, display the first target expression at the position corresponding to the first virtual object in the second graphical user interface.

[0157] The above-mentioned second determination module 2206 can also be used to: check whether there is an enemy virtual object of the second virtual object within the attack range in the game scenario, and whether the enemy virtual object is set with an attack mark.

[0158] The above-mentioned second determination module 2206 can also be used to: check whether the attribute values of the second virtual object and the enemy virtual object have changed.

[0159] The above-mentioned second determination module 2206 can also be used to: check whether the weapons of the second virtual object and the enemy virtual object collide.

[0160] See Figure 22 As shown, the device may further include:

[0161] A display duration control module 2210 is configured to control the display duration of information corresponding to the first target expression according to the expression type of the first target expression, where the expression type includes a bubble expression and an action expression.

[0162] A second expression receiving module 2212 is configured to receive a second target expression sent by a third virtual object; where the second target expression is selected from an expression wheel corresponding to the third virtual object and sent through a chat box corresponding to the third virtual object.

[0163] A second expression display module 2214 is configured to display the second target expression at a position corresponding to the third virtual object in the second graphical user interface.

[0164] For the information processing device in the above game provided by the embodiments of the present disclosure, the implementation principle and the technical effects generated are the same as those in the foregoing method embodiments. For a brief description, for parts not mentioned in the embodiments of the virtual item recommendation device in the game, reference may be made to the corresponding content in the foregoing embodiments of the information processing method in the game.

[0165] Embodiments of the present disclosure further provide an electronic device, as Figure 23 shown, which is a schematic structural diagram of the electronic device. Wherein, the electronic device includes a processor 231 and a memory 230. The memory 230 stores computer-executable instructions that can be executed by the processor 231, and the processor 231 executes the computer-executable instructions to implement the information processing method in the above game.

[0166] In Figure 23 the illustrated embodiment, the electronic device further includes a bus 232 and a communication interface 233. Wherein, the processor 231, the communication interface 233, and the memory 230 are connected through the bus 232.

[0167] Among them, the memory 230 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 233 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 232 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, an EISA (Extended Industry Standard Architecture) bus, etc. The bus 232 can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 23 only a two-way arrow is used in Figure 23 , but it does not mean that there is only one bus or one type of bus.

[0168] The processor 231 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit in the hardware of the processor 231 or instructions in the form of software. The above-mentioned processor 231 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the information processing method in the game disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of the hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, register, etc. This storage medium is located in the memory, and the processor 231 reads the information in the memory and combines its hardware to complete the steps of the information processing method in the game of the foregoing embodiments.

[0169] An embodiment of the present disclosure also provides a computer-readable storage medium storing computer-executable instructions, which, when called and executed by a processor, cause the processor to implement the information processing method in the above game. For specific implementation, reference may be made to the foregoing method embodiments, which will not be elaborated herein.

[0170] A computer program product of the information processing method, device, and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For specific implementation, reference may be made to the method embodiments, which will not be elaborated herein.

[0171] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0172] If the above functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program code.

[0173] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings, and is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and thus should not be construed as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and should not be construed as indicating or implying relative importance.

[0174] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure 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 disclosure can still modify the technical solutions described 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 disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. An information processing method in a game, characterized in that, Providing a first graphical user interface through a terminal device; the method includes: Responding to a control operation for a first virtual object, and controlling the first virtual object to perform an action corresponding to the control operation; Responding to the scenario parameters corresponding to the first virtual object satisfying a trigger condition, determining a first target expression that matches the scenario parameters based on the correspondence between each expression and the scenario parameters; determining a second virtual object according to the type of the first target expression; wherein, the type of the first target expression includes a first type shared by all members and a second type shared by the same team, and the second virtual object is another virtual object in the same game session as the first virtual object; the first target expression is the expression corresponding to the scenario parameters; the scenario parameters include state parameters and / or position parameters; the state parameters characterize the action state of the first virtual object itself and / or the state of interaction between the first virtual object and other virtual objects in the game; the position parameters characterize the position of the first virtual object itself in the game scene and / or the relative position relationship between the first virtual object and other virtual objects in the game; Sending the first target expression to the second virtual object to notify, through the second graphical user interface corresponding to the second virtual object, the information corresponding to the first target expression.

2. The method according to claim 1, characterized in that, The method further includes: responding to an expression configuration operation, and configuring a first target expression that matches the scenario parameters for a chat box corresponding to the first virtual object; Sending the first target expression to the second virtual object includes: sending the first target expression to the second virtual object through the chat box.

3. The method according to claim 2, wherein Responding to an expression configuration operation, and configuring a first target expression that matches the scenario parameters for a chat box corresponding to the first virtual object includes: Responding to a display operation for an expression wheel, and displaying the expression wheel in the first graphical user interface; wherein, the expression wheel contains a plurality of pre-configured expressions; Responding to a first drag operation on the first target expression in the expression wheel, and moving the first target expression according to the first drag operation; wherein, the first target expression matches the scenario parameters; Responding to the first target expression moving to the chat box in the first graphical user interface, and configuring the first target expression applicable to the current game session for the chat box.

4. The method according to claim 3, characterized in that After the step of configuring the first target expression applicable to the current game session for the chat box, the method further includes: Displaying a first prompt message indicating successful configuration of the first target expression in the first graphical user interface in a first preset manner; wherein, the first preset manner includes at least one of the following: displaying a first set icon or first text information at a position corresponding to the chat box, or displaying the chat box in a first set color; Responding to the display duration of the first prompt message reaching a first time threshold, and canceling the display of the first prompt message.

5. The method according to claim 3, wherein The method further includes: Responding to a second drag operation on a second target expression in the expression wheel, and moving the second target expression according to the second drag operation; In response to the second target expression moving to the chat box, send the second target expression to the third virtual object corresponding to the second target expression through the chat box, so as to notify the information corresponding to the second target expression through the third graphical user interface corresponding to the third virtual object.

6. The method according to claim 2, characterized in that, In response to an expression configuration operation, configuring a first target expression matching the scenario parameter for the chat box corresponding to the first virtual object includes: In response to an expression configuration operation for the first virtual object, display an expression configuration sub-interface on the first graphical user interface; wherein, the expression configuration sub-interface includes the first virtual object and an expression library. In response to a third dragging operation on the first target expression in the expression library, move the first target expression according to the third dragging operation; wherein, the first target expression matches the scenario parameter. In response to the first target expression moving to the first virtual object, configure the first target expression applicable to multiple games for the chat box corresponding to the first virtual object.

7. The method according to claim 6, wherein After the step of configuring the first target expression applicable to multiple games for the chat box, the method further includes: Display a second prompt message indicating successful binding of the first target expression in the expression configuration sub-interface in a second preset manner; wherein, the second preset manner includes at least one of the following: displaying a set second icon or second text information at the position corresponding to the first virtual object, or displaying the first virtual object in a second set color. In response to the display duration of the second prompt message reaching a second time threshold, cancel the display of the second prompt message.

8. The method according to claim 1, wherein The method further includes: In response to a switching event of the scenario parameter corresponding to the first virtual object, check whether the voice function of the first virtual object is in a closed state. If the voice function is in a closed state, and the status parameter and / or position parameter included in the switched scenario parameter satisfy the trigger condition, execute the steps of determining a second virtual object according to the type of the first target expression and sending the first target expression to the second virtual object.

9. The method according to claim 1, characterized in that The method further includes: In response to a switching event of the scenario parameter corresponding to the first virtual object, and the game scene corresponding to the switched scenario parameter being a non-combat scene, display the first target expression at a preset position corresponding to the first virtual object in the first graphical user interface.

10. A method for information processing in a game, characterized in that, Provide a second graphical user interface through a terminal device; the second graphical user interface includes at least a part of a game scene and a second virtual object, and the method includes: In response to a control operation for the second virtual object, control the second virtual object to perform an action corresponding to the control operation. Receive the first target expression sent by the first virtual object; wherein, the first target expression is sent by the terminal device corresponding to the first virtual object when the scenario parameters corresponding to the first virtual object meet the trigger condition, and the first target expression is an expression matching the scenario parameters determined based on the correspondence between each expression and the scenario parameters; the scenario parameters include status parameters and / or position parameters; the status parameters characterize the action state of the first virtual object itself and / or the interaction state between the first virtual object and other virtual objects in the game; the position parameters characterize the position of the first virtual object itself in the game scene and / or the relative position relationship between the first virtual object and other virtual objects in the game; Determine the display method of the information corresponding to the first target expression according to the game scene; wherein, the display method includes display content and display position; Display the information corresponding to the first target expression in the second graphical user interface according to the display method.

11. The method according to claim 10, wherein Determining the display method of the information corresponding to the first target expression according to the game scene includes: Check whether the game scene belongs to a combat scene and check the distance between the first virtual object and the second virtual object, and determine the display method of the information corresponding to the first target expression according to the check result; wherein, the display method includes a first display method and a second display method, and the first display method includes: displaying the information corresponding to the first target expression at the position corresponding to the avatar of the first virtual object and / or displaying the information corresponding to the first target expression in the chat box corresponding to the second virtual object; the second display method includes displaying the information corresponding to the first target expression at the position corresponding to the first virtual object.

12. The method according to claim 11, wherein Determining the display method of the information corresponding to the first target expression according to the check result includes: If the game scene is a combat scene, determine that the display method of the information corresponding to the first target expression is the first display method; If the game scene is a non-combat scene and the game scene does not include the first virtual object or the distance between the first virtual object and the second virtual object is greater than the set distance threshold, determine that the display method of the information corresponding to the first target expression is the first display method; If the game scene is a non-combat scene and the game scene includes the first virtual object and the distance between the first virtual object and the second virtual object is less than or equal to the distance threshold, determine that the display method of the information corresponding to the first target expression is the second display method.

13. The method according to claim 11, characterized in that, Displaying the information corresponding to the first target expression in the second graphical user interface according to the display method includes: If the determined display method is the first display method, display the first target expression at the position corresponding to the avatar of the first virtual object in the second graphical user interface and / or display the text information corresponding to the first target expression in the chat box corresponding to the second virtual object; If the determined display mode is the second display mode, display a first target expression at the position corresponding to the first virtual object in the second graphical user interface.

14. The method according to claim 11, wherein Checking whether the game scene belongs to a combat scene includes at least one of the following: Checking whether there is an enemy virtual object of the second virtual object within the attack range in the game scene, and whether the enemy virtual object is set with an attack mark; Checking whether the attribute values of the second virtual object and the enemy virtual object have changed; Checking whether the weapons of the second virtual object and the enemy virtual object have collided.

15. The method according to claim 10, wherein The method further includes: Controlling the display duration of the information corresponding to the first target expression according to the expression type of the first target expression, where the expression type includes a bubble expression and an action expression.

16. The method according to claim 10, wherein The method further includes: Receiving a second target expression sent by a third virtual object; where the second target expression is selected from the expression wheel corresponding to the third virtual object and sent through the chat box corresponding to the third virtual object; Displaying the second target expression at the position corresponding to the third virtual object in the second graphical user interface.

17. An information processing device in a game, characterized in that, Providing a first graphical user interface through a terminal device; the device includes: A first control module, configured to respond to a control operation for a first virtual object, and control the first virtual object to execute an action corresponding to the control operation; A first determination module, configured to, in response to the scenario parameters corresponding to the first virtual object satisfying a trigger condition, determine a first target expression that matches the scenario parameters based on the correspondence between each expression and the scenario parameters; determining a second virtual object according to the type of the first target expression; where the type of the first target expression includes a first type shared by all members and a second type shared by the same team, and the second virtual object is another virtual object in the same game session as the first virtual object; the first target expression is an expression corresponding to the scenario parameters; the scenario parameters include state parameters and / or position parameters; the state parameters characterize the action state of the first virtual object itself, and / or the state of interaction between the first virtual object and other virtual objects in the game; the position parameters characterize the position of the first virtual object itself in the game scene, and / or the relative position relationship between the first virtual object and other virtual objects in the game; A first expression sending module, configured to send the first target expression to the second virtual object, so as to notify the information corresponding to the first target expression through the second graphical user interface corresponding to the second virtual object.

18. An information processing device in a game, characterized in that, Providing a second graphical user interface through a terminal device; the second graphical user interface includes at least a part of the game scene and a second virtual object, the device includes: A second control module, configured to respond to a control operation for the second virtual object, and control the second virtual object to execute an action corresponding to the control operation; The first expression receiving module is configured to receive a first target expression sent by a first virtual object; wherein, the first target expression is sent by a terminal device corresponding to the first virtual object when scenario parameters corresponding to the first virtual object meet a trigger condition, and the first target expression is an expression matching the scenario parameters determined based on a corresponding relationship between each expression and the scenario parameters; the scenario parameters include state parameters and / or position parameters; the state parameters characterize an action state of the first virtual object itself and / or a state of interaction between the first virtual object and other virtual objects in the game; the position parameters characterize a position of the first virtual object itself in the game scene and / or a relative position relationship between the first virtual object and other virtual objects in the game; The second determination module is configured to determine a display mode of information corresponding to the first target expression according to the game scene; wherein, the display mode includes display content and a display position; The information display module is configured to display the information corresponding to the first target expression in the second graphical user interface according to the display mode.

19. An electronic device, characterized in that, It includes a processor and a memory, the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 16.

20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer executable instructions, and when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the method according to any one of claims 1 to 16.