A message processing method, device and terminal device in a game
By combining the status of the attack control and the message sending control, the problem that players cannot attack and send messages at the same time in fierce battles is solved, and the notification messages are automatically sent during the attack process is realized, improving the game experience.
Patent Information
- Application Number
- CN202211072849.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-09-02
- Publication Date
- 2025-08-12
- Estimated Expiration
- 2042-09-02
AI Technical Summary
In the prior art, players cannot perform attack operations and message sending operations at the same time during fierce battles, resulting in untimely message sending or virtual character attack actions interrupted, affecting the game experience.
Merge the attack control with the message sending control, so that the message sending operation is automatically triggered while triggering the attack operation, and the merge of the two functions is achieved through the state changes of the attack control.
It realizes that the player automatically sends notification messages while performing attack actions, avoiding the situation where the message is not sent in time or the attack actions are interrupted, and improving the game experience.
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Figure CN115624752B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of games, and in particular to a method and apparatus for processing messages in games. The present application further provides related terminal equipment and computer-readable storage media. Background Art
[0002] With the development of mobile communication technology and the diversification of terminal functions, the demand for online gaming on smart devices such as mobile phones and computers is growing. When players control their virtual characters to fight against enemy characters in game scenes, they often need to send notification messages to teammates due to reasons such as the virtual character's poor condition.
[0003] Currently, messages are sent by clicking a send button displayed on a graphical user interface. When players click the send button to trigger the message, they must pause their attack button. This often results in delayed message delivery due to players being unable to pause their attack during intense combat. Alternatively, the player's triggering of the message send action can cause the avatar's attack to be interrupted, impacting the player's gaming experience. Summary of the Invention
[0004] The present application provides a message processing method and apparatus, a terminal device, and a computer-readable storage medium in a game to solve the technical problems existing in existing methods of sending distress messages, such as untimely message sending due to the player's inability to pause the attack operation, or the interruption of the virtual character's attack action due to the player triggering the message sending operation, which affects the player's gaming experience.
[0005] An embodiment of the present application provides a method for processing messages in a game. The method provides a graphical user interface through a first terminal, wherein the graphical user interface displays at least an attack control and a portion of a game scene, wherein the game scene includes at least a virtual character. The method includes:
[0006] In response to an attack control instruction, controlling the virtual character to perform an attack action in the game scene;
[0007] In response to the virtual character satisfying a triggering condition of the notification message, displaying a first identifier of the notification message on the graphical user interface;
[0008] In response to a first operation on a first identifier of the notification message, controlling the attack control to enter a first state, and displaying the attack control in the first state on the graphical user interface; the first state is a display state indicating that when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation;
[0009] In response to a triggering operation on the attack control in the first state, the virtual character is controlled to perform an attack action, and the notification message is sent to the second terminal.
[0010] Optionally, the method further includes: in response to continuous triggering operations on the attack control in the first state, controlling the virtual character to continuously perform attack actions, and continuously sending the notification message to the second terminal.
[0011] Optionally, the method further includes: in response to a first operation on the first identifier of the notification message, controlling the first identifier to be converted into a second identifier, and displaying the second identifier of the notification message on the graphical user interface.
[0012] Optionally, the method further includes: in response to a second operation on a second identifier of the notification message, controlling the attack control to transition from the first state to a second state, and displaying the attack control in the second state on the graphical user interface; the second state is a display state indicating that when the attack control is triggered, only an attack operation can be triggered.
[0013] Optionally, the method further includes: in response to a second operation on the second identifier of the notification message, controlling the second identifier to be converted into the first identifier, and displaying the first identifier of the notification message on the graphical user interface.
[0014] Optionally, the method further includes: when the display time of the first identifier of the notification message on the graphical user interface is greater than a preset time threshold, the first identifier of the notification message displayed on the graphical user interface automatically disappears.
[0015] Optionally, the method further includes: in response to a third operation on the first identifier of the notification message, sending the notification message to the second terminal, and the first identifier of the notification message displayed on the graphical user interface automatically disappears.
[0016] Optionally, the first operation includes: an association operation of associating the first identifier of the notification message with the attack control.
[0017] Optionally, the triggering condition of the notification message includes: a status condition of the virtual character; and in response to the virtual character satisfying the triggering condition of the notification message, displaying the first identifier of the notification message on the graphical user interface includes:
[0018] In response to the current state of the virtual character satisfying a preset state condition, a first identifier of the notification message is displayed on the graphical user interface.
[0019] Optionally, the triggering condition of the notification message further includes: an environmental condition of the virtual character; and in response to the virtual character satisfying the triggering condition of the notification message, displaying a first identifier of the notification message on the graphical user interface further includes:
[0020] In response to the current environment of the virtual character meeting a preset environmental condition, a first identifier of the notification message is displayed on the graphical user interface.
[0021] Optionally, the method further includes: in response to sending the notification message to the second terminal, the second terminal providing the notification message.
[0022] Optionally, the method further includes: in response to continuously sending the notification message to the second terminal, the second terminal continuously providing the notification message.
[0023] The embodiment of the present application also provides a message processing device in a game, comprising: an attack control unit; an identification display unit, a state conversion unit, and a function triggering unit;
[0024] The attack control unit is used to control the virtual character to perform attack actions in the game scene in response to the attack control instruction;
[0025] The identification display unit is configured to display a first identification of the notification message on a graphical user interface in response to the virtual character satisfying a triggering condition of the notification message;
[0026] The state conversion unit is configured to control the attack control to enter a first state in response to a first operation on the first identifier of the notification message, and display the attack control in the first state on the graphical user interface; the first state is a display state indicating that when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation;
[0027] The function triggering unit is configured to control the virtual character to perform an attack action in response to a triggering operation on the attack control in the first state, and to send the notification message to the second terminal.
[0028] The embodiment of the present application further provides a terminal device, comprising: a memory, a processor, a display, and a network interface;
[0029] The memory is used to store one or more computer instructions;
[0030] The processor is configured to execute the one or more computer instructions to implement the above method;
[0031] The display is used to display a graphical user interface;
[0032] The network interface is used to connect to the server.
[0033] An embodiment of the present application also provides a computer-readable storage medium on which one or more computer instructions are stored, and the instructions are executed by a processor to implement the above method.
[0034] Compared to the prior art, the message processing method provided in the present application includes: in response to an attack control instruction, controlling the virtual character to perform an attack action in the game scene; in response to the virtual character satisfying the triggering condition of a notification message, displaying a first identifier of the notification message on the graphical user interface; in response to a first operation on the first identifier of the notification message, controlling the attack control to enter a first state and displaying the attack control in the first state on the graphical user interface; the first state being a display state indicating that the attack control, when triggered, can simultaneously trigger an attack operation and a message sending operation; in response to the triggering operation on the attack control in the first state, controlling the virtual character to perform the attack action and sending the notification message to a second terminal. This method, through the first operation on the first identifier of the notification message, can cause the attack control to enter the first state capable of simultaneously triggering an attack operation and a message sending operation. Furthermore, in response to the triggering operation on the attack control in the first state, the method can control the virtual character to perform the attack action while simultaneously sending the notification message to the second terminal. The message processing method in the game provided by the present application combines the attack control function and the message sending control function into the attack control, so that a notification message is sent to the second terminal while controlling the virtual character to perform the attack action. This avoids the situation where the message is not sent in time or the attack action of the virtual character is interrupted due to the mutual exclusivity of the attack control and the message sending control, thereby improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0035] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments of the present application. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0036] Figure 1 It is a schematic diagram of a method for sending a distress message in the prior art;
[0037] Figure 2 This is an application system diagram of the message processing method in the game provided by the embodiment of the present application;
[0038] Figure 3 This is a flowchart of a message processing method in a game provided by the first embodiment of the present application;
[0039] Figure 4 This is a first schematic diagram of a first terminal graphical user interface provided by the first embodiment of the present application;
[0040] Figure 5 This is a second schematic diagram of the first terminal graphical user interface provided by the first embodiment of the present application;
[0041] Figure 6 This is a third schematic diagram of the first terminal graphical user interface provided in the first embodiment of the present application;
[0042] Figure 7 This is a fourth schematic diagram of the first terminal graphical user interface provided by the first embodiment of the present application;
[0043] Figure 8 This is a fifth schematic diagram of the first terminal graphical user interface provided in the first embodiment of the present application;
[0044] Figure 9 This is a sixth schematic diagram of the first terminal graphical user interface provided by the first embodiment of the present application;
[0045] Figure 10 This is a first schematic diagram of a second terminal graphical user interface provided in the second embodiment of the present application;
[0046] Figure 11 This is a second schematic diagram of the second terminal graphical user interface provided in the second embodiment of the present application;
[0047] Figure 12 This is a third schematic diagram of the second terminal graphical user interface provided in the second embodiment of the present application;
[0048] Figure 13 This is a fourth schematic diagram of the second terminal graphical user interface provided in the second embodiment of the present application;
[0049] Figure 14 This is a schematic diagram of the structure of a message processing device in a game provided by the third embodiment of the present application;
[0050] Figure 15 This is a structural diagram of the terminal device provided in the fourth embodiment of the present application. DETAILED DESCRIPTION
[0051] The following description sets forth numerous specific details to facilitate a thorough understanding of the present invention. However, the present invention can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without departing from the scope of the present invention. Therefore, the present invention is not limited to the specific implementations disclosed below.
[0052] In a battle game, players control their selected virtual characters through the graphical user interface of the game terminal to fight. During the battle, based on the battle status and battle environment of the virtual character, players usually need to send notification messages to teammates. For example, if the virtual character is besieged by multiple enemy characters during the battle, the player needs to send a help message to the teammates so that the teammates can join the battle and relieve the battle pressure of the player character. For another example, if the virtual character's health is too low during the battle, the player needs to send a message to the teammates requesting blood to be added so that the teammates can use blood-adding skills or blood-adding props to add blood to the player character in time. For another example, if the enemy character uses a certain skill on the virtual character during the battle, the player can send a message to the teammates that the enemy character temporarily lacks the skill, so that the teammates can attack the enemy character in time when the enemy character temporarily lacks the skill.
[0053] Currently, messaging in games is mainly achieved through two methods.
[0054] First, players can send voice notification messages to teammates by wearing headphones. This method has the problem that the notification message may fail to be sent or teammates may not receive the notification message due to reasons such as the player or teammate not having the voice call function activated, not having headphones, or having a malfunctioning headset.
[0055] Second, players can send notification messages to teammates by clicking a send message button displayed on the game terminal's graphical user interface. This send message button typically appears in real time on the GUI in response to the player's virtual character meeting the triggering conditions for the notification message. By clicking the send message button on the GUI, the player sends the notification message to the game terminal where the teammate is located. The following describes this message sending method in detail, using the example of sending a distress message during a competitive game.
[0056] Figure 1 It is a schematic diagram of a method for sending a distress message in the prior art.
[0057] like Figure 1 As shown, a virtual character 101 and an attack button 103 are displayed on the graphical user interface of the first terminal. During the game, the player controls the virtual character 101 by triggering the attack button 103 to execute an attack. When the virtual character 101 is besieged by multiple enemy characters 102, a distress message send button 104 is displayed on the graphical user interface of the first terminal. By triggering the distress message send button 104, the player sends a distress message to the second terminal where the player's teammates are located.
[0058] During the game, the player needs to continuously trigger the attack button 103 to control the virtual character 101 to fight against multiple enemy characters 102. When the player needs to send a distress message to his teammates, he must pause the triggering of the attack button 103 and trigger the distress message sending button 104 to send the distress message. Therefore, in a fierce battle, the triggering of the attack action and the triggering of the message sending action are mutually exclusive. That is, triggering the attack action will stop triggering the message sending action, and triggering the message sending action will stop triggering the attack action. This will cause the problem of delayed message sending due to the player's inability to pause the attack action during the fierce battle, or cause the virtual character's attack action to be interrupted due to the player triggering the message sending action, thereby seriously affecting the player's gaming experience.
[0059] Furthermore, once the player triggers the distress message send button 104, it disappears from the graphical user interface. This means that the existing message sending method can only send a distress message to teammates once. If teammates are not paying attention, they will not receive the distress message sent by the player and will not be able to provide assistance to the player.
[0060] To address the aforementioned issues with existing notification message sending methods, the present application provides a message processing method for in-game games. This method combines the triggering operation for controlling message sending with the triggering operation for controlling a virtual character to perform an attack action within the attack control. This allows the notification message to be sent simultaneously with the attack action. This avoids the situation where messages are sent untimely or the virtual character's attack action is interrupted due to the mutually exclusive triggering of the attack action and the message sending operation, thereby improving the player's gaming experience. Furthermore, this method combines the triggering operation for controlling message sending with the triggering operation for controlling a virtual character to perform an attack action. As the player controls the virtual character to continuously perform an attack action, the notification message is also continuously sent to the second terminal, ensuring that teammates can receive the notification message in a timely manner.
[0061] The method, apparatus, terminal device, and computer-readable storage medium described in this application are further described in detail below with reference to specific embodiments and accompanying drawings.
[0062] Figure 2 This is an application system diagram of the message processing method in the game provided by the embodiment of the present application. Figure 2As shown, the system includes multiple game terminals 201 and a game server 202 connected thereto. The multiple game terminals 201 are connected to the same game. The game terminals 201 can be touch-screen terminals, such as smartphones, tablet computers, and personal digital assistants (PDAs), or computer terminals, such as laptop computers and desktop computers. The game server 202 dispatches game tasks to the multiple game terminals 201 and also deploys the message processing method for the game provided herein. The game server 202 can be a standalone server or a server cluster consisting of multiple servers, each of which deploys a module of the method provided herein. Of course, the game server 202 can also be a cloud server, with the message processing method for the game provided herein deployed on the cloud server. After multiple game players enter the game through the multiple game terminals 201, they can exchange messages among themselves using the message processing method deployed in the game server 202.
[0063] A first embodiment of the present application provides a message processing method in a game, which provides a graphical user interface through a first terminal, wherein the graphical user interface displays at least an attack control and a portion of a game scene, and the game scene includes at least a virtual character.
[0064] The Graphical User Interface (GUI) is a user interface displayed on the screen of a gaming terminal. It is an operational user interface that uses graphics to display on a gaming terminal. It is a form of interface display for communication between humans and computers. It allows users to interact with electronic devices through icons and visual indicators.
[0065] The attack control is a control used by the player to control the virtual character selected by the player to perform attack actions in the game scene. The player controls the virtual character to continuously perform attack actions in the game scene by continuously triggering the attack control.
[0066] Figure 3 This is a flow chart of the message processing method in the game provided by this embodiment. Figure 3 The message processing method in the game provided by this embodiment is described in detail. The embodiments described below are used to explain the technical solution of this application and are not intended to limit actual use.
[0067] like Figure 3 As shown, the message processing method in the game provided by this embodiment includes the following steps:
[0068] Step S301: In response to an attack control instruction, control the virtual character to perform an attack action in the game scene.
[0069] Instructions are commands issued by the player to the virtual character they control during the game, based on the progress of the game. These can include commands issued outside the game, such as the "follow spawn" command, and commands issued within the game, such as movement control commands and attack control commands.
[0070] The attack control instruction refers to the attack command issued by the game player to the virtual character controlled by the game player during the game, which is mainly achieved by the player clicking the attack control on the graphical user interface.
[0071] The virtual character executes attack actions within the game scene in response to attack control commands issued by the player. For example, in a fighting game, the virtual character executes combat actions against an enemy character in response to attack control commands issued by the player. Another example is in a shooting game, the virtual character executes shooting actions against an enemy character in response to attack control commands issued by the player. The number of times the virtual character executes attack actions often matches the number of times the player clicks the attack control. Therefore, in intense combat scenes, the player typically needs to continuously click the attack control to control the virtual character to continuously execute attack actions.
[0072] Figure 4 This is a first schematic diagram of the first terminal graphical user interface provided by this embodiment.
[0073] like Figure 4 As shown, a virtual character 10 and an attack control 20 are displayed on the graphical user interface. When the player clicks the attack control 20, the virtual character 10 can be controlled to perform an attack action.
[0074] Step S302: In response to the virtual character satisfying a triggering condition of the notification message, a first identifier of the notification message is displayed on the graphical user interface.
[0075] During the game, the game system often automatically detects the current status of the virtual character. When it is detected that the current status of the virtual character is any situation that requires sending a notification message to teammates (for example: the virtual character is besieged by enemy characters, for example, the virtual character's current health is too low, for example, the virtual character finds that the enemy character has lost a certain skill), a notification message icon will appear in real time on the graphical user interface of the player's game terminal, such as: a text icon of the notification message, a graphic icon of the notification message, etc.
[0076] When the player clicks on the notification message icon, the notification message will be sent to the teammate's game terminal. At the same time, the notification message icon displayed on the graphical user interface of the player's game terminal will automatically disappear. When the current status of the virtual character is again in any situation where a notification message needs to be sent to teammates, a notification message icon will appear again on the graphical user interface of the player's game terminal.
[0077] Depending on the current condition of the avatar, the notification message icon that appears in real time on the player's game terminal's graphical user interface can be the same icon. For example, when the avatar is surrounded by enemy characters or when the avatar's health is too low, a distress icon will appear on the player's game terminal's graphical user interface. The player clicks on the distress icon to send a distress message to teammates, and a notification message "×× calls for help" will appear on the teammates' game terminals' graphical user interfaces. This notification message allows teammates to know that the player's character is in danger, but they cannot determine the player's character's current condition.
[0078] Depending on the current status of the avatar, the notification message icon that appears in real time on the player's game terminal's graphical user interface can also be different. For example, when the avatar is besieged by enemy characters, the text icon "I am under siege" can appear on the player's game terminal's graphical user interface. Another example is when the avatar's health is too low, the text icon "I am low on health" can appear on the player's game terminal's graphical user interface. By clicking on these text icons, the player sends the corresponding notification message to his teammates, and the notification message "×× is under siege" or "×× is low on health" will appear on the teammates' game terminals' graphical user interfaces. Based on these notification messages, teammates can not only be informed that the player's character is in danger, but also judge the player's character's current status.
[0079] Of course, the notification message identifier can also appear in other forms on the graphical user interface of the player's game terminal. In response to the player triggering the notification message identifier, the corresponding notification message is displayed on the graphical user interface of the teammate's game terminal. In a game, the notification message identifier is not limited to a single form and can exist in multiple forms at the same time, or players can choose the implementation form of the notification message identifier according to their preferences. The specific method is not limited here.
[0080] This embodiment provides an optional implementation of displaying the first identifier of the notification message on the graphical user interface of the first terminal, that is, in response to the virtual character meeting the triggering condition of the notification message, the first identifier of the notification message is displayed on the graphical user interface.
[0081] The triggering conditions for the notification message refer to the conditions under which the first identifier of the notification message can be displayed on the graphical user interface during the game. These conditions can be state conditions set based on the virtual character's state parameters, or they can be environmental conditions set based on the virtual character's environmental parameters. As long as the virtual character controlled by the player meets the triggering conditions for the notification message, the first identifier of the notification message will be displayed on the graphical user interface of the first terminal. Different notification messages have different triggering conditions.
[0082] The triggering condition of the notification message provided in this embodiment includes: the status condition of the virtual character. Specifically, in response to the current status of the virtual character meeting the preset status condition, the first identifier of the notification message is displayed on the graphical user interface.
[0083] For example, if the preset status condition is a health threshold, then when the avatar's current health value is less than the preset health threshold, a "low health" notification message icon will be displayed on the graphical user interface (e.g., when the avatar's current health value is less than 20%, a "low health" notification message icon will be displayed on the graphical user interface). Another example is if the preset status condition is an inability to release a skill, then when the avatar's skill is suppressed by an enemy character and cannot be released, a "unable to release skill" notification message icon will be displayed on the graphical user interface. Another example is if the preset status condition is an inability to move, then when the avatar is frozen by an enemy character and cannot move, a "unable to move" notification message icon will be displayed on the graphical user interface. Because players need to send notification messages in a variety of situations in a game, it is also necessary to set different preset status conditions within a game according to different situations. When the avatar's current state meets the preset status condition, the corresponding notification message icon will be displayed in real time on the graphical user interface.
[0084] The triggering condition of the notification message provided in this embodiment further includes: the environmental condition of the virtual character. Specifically, in response to the current environment of the virtual character meeting the preset environmental condition, the first identifier of the notification message is displayed on the graphical user interface.
[0085] For example, if the preset environmental condition is a threshold for the number of enemy characters appearing around the avatar, then when the number of enemy characters appearing around the avatar exceeds the threshold, a "Besieged" notification message icon will be displayed on the graphical user interface (e.g., when the number of enemy characters appearing around the avatar is greater than two, the "Besieged" notification message icon will be displayed on the graphical user interface). Another example is if the preset environmental condition is that the enemy characters appearing around the avatar lack a certain skill, then when the enemy character uses a skill on the avatar and the enemy character temporarily lacks that skill, a "×× does not have × skill" notification message icon will be displayed on the graphical user interface (e.g., if an enemy character uses "Smite" on the avatar and the enemy character temporarily lacks the "Smite" skill, the "×× does not have Smite" notification message icon will be displayed on the graphical user interface). For another example: the preset environmental condition is that a certain virtual prop that can be picked up appears around the virtual character. Then, when the virtual prop appears around the virtual character, a notification message icon "There is × prop at ××" will be displayed on the graphical user interface (for example: a "rocket launcher" prop that can be picked up appears around the virtual character, a notification message icon "There is a rocket launcher at ××" will be displayed on the graphical user interface).
[0086] The notification message identifier can be the text of the notification message, such as "Insufficient Health," a graphic representing the notification message, such as a distress graphic, or a button to send the notification message, such as a call for help button. Regardless of the form in which the notification message identifier appears on the graphical user interface of the first terminal, it can be triggered by the player to send the corresponding notification message to the second terminal.
[0087] The first identifier of the notification message may be the first display state of the identifier representing the notification message. After the notification message identifier is triggered by the player, a second display state or even a third display state different from the first display state may be displayed. The first display state, the second display state, and the third display state correspond to the first identifier of the notification message, the second identifier of the notification message, and the third identifier of the notification message, respectively. Whether it is the first identifier of the notification message, the second identifier of the notification message, or the third identifier of the notification message, they are all identifiers representing the notification message. Different display states may indicate different triggering stages of the notification message identifier, or may indicate different functions achieved when the notification message identifier is triggered.
[0088] Figure 5 This is a second schematic diagram of the first terminal graphical user interface provided by this embodiment.
[0089] like Figure 5As shown, the graphical user interface displays a virtual character 10 and an attack control 20. When the player clicks the attack control 20, the virtual character 10 can be controlled to perform an attack action. In response to the current health value of the virtual character 10 being less than 20%, a first icon 31 of a distress message is displayed on the graphical user interface.
[0090] Step S303: In response to a first operation on the first identifier of the notification message, controlling the attack control to enter a first state, and displaying the attack control in the first state on the graphical user interface; the first state is a display state indicating that when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation.
[0091] The triggering operation on the first identifier of the notification message may include different operation modes such as click operation, drag operation, press operation, etc. on the first identifier of the notification message. Different operation modes on the first identifier of the notification message may correspond to the same result or different results.
[0092] This embodiment provides an optional implementation method, namely, controlling the attack control to enter a first state through a first operation on a first identifier of a notification message. The first state is a display state indicating that when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation.
[0093] The first operation includes an association operation for associating the first identifier of the notification message with the attack control, such as dragging the first identifier of the notification message to the attack control. By dragging the first identifier of the notification message to the attack control, when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation, that is, making the attack control a dual-function control with both attack control and message sending control functions.
[0094] The first state refers to a display state in which the attack control has both attack control functions and message sending control functions. The attack control can have different display states on the graphical user interface, and different display states can be distinguished by different colors, different shapes, different brightness, etc.
[0095] In response to the player's first operation on the first identifier of the notification message, the attack control is controlled to enter the first state, and an attack control of a different color from the original state can be displayed on the graphical user interface (from a green attack control to a red attack control), or an attack control of a different shape from the original state can be displayed on the graphical user interface (from a round attack control to a square attack control), or an attack control with a different mark from the original state can be displayed on the graphical user interface (the mark of the attack control is changed from A to B). Of course, there are other forms of distinction, which will not be described in detail here.
[0096] Figure 6 This is a third schematic diagram of the first terminal graphical user interface provided by this embodiment.
[0097] like Figure 6 As shown, a graphical user interface displays a virtual character 10 and an attack control 20. When a player clicks the attack control 20, the virtual character 10 can be controlled to perform an attack action. In response to the virtual character 10's current health value being less than 20%, a first icon 31 of a distress message is displayed on the graphical user interface. In response to the player dragging the first distress message icon 31 onto the attack control 20, the attack control 20 transitions from its original state to its first state, and the graphical user interface displays the attack control 21 in its first state. Figure 6 In order to more clearly show that the attack control 20 is converted from the original state to the first state, a circle represents the attack control in the original state and a square represents the attack control in the first state. After the attack control 20 is converted from the original state to the first state, only the attack control 21 in the first state is displayed on the graphical user interface. Figure 6 In order to more clearly show the conversion process of the attack control 20, the attack control 20 before conversion is reflected in the form of a dotted line.
[0098] The optional implementation method provided by this embodiment may further include: in response to a first operation on the first identifier of the notification message, controlling the first identifier to be converted into a second identifier, and displaying the second identifier of the notification message on the graphical user interface.
[0099] In response to the player's first operation on the first identifier of the notification message, the attack control becomes a dual-function control having both attack control functions and message sending control functions, and the first identifier of the notification message is converted into a second identifier.
[0100] The second identifier may be a second display state of the identifier representing the notification message, and may be displayed differently from the first identifier, for example, by color, shape, or mark. This embodiment provides an optional implementation of the second identifier, namely, using the symbol "×" to represent the second identifier.
[0101] Figure 7 This is a fourth schematic diagram of the first terminal graphical user interface provided by this embodiment.
[0102] like Figure 7 As shown, a virtual character 10 and an attack control 20 are displayed on the graphical user interface. When the player clicks the attack control 20, the virtual character 10 can be controlled to perform an attack action. In response to the current health value of the virtual character 10 being less than 20%, a first identifier 31 of a distress message is displayed on the graphical user interface. In response to the player dragging the first identifier 31 of the distress message onto the attack control 20, the attack control 20 is converted from the original state to the first state, and the distress message identifier is converted from the first identifier 31 to the second identifier 32. The attack control 21 in the first state and the second identifier 32 of the distress message are displayed on the graphical user interface. Figure 7 In order to more clearly show the conversion process of the attack control and the conversion process of the distress message identifier, the attack control and the distress message identifier before conversion are reflected in the form of dotted lines.
[0103] The optional implementation method provided in this embodiment may further include: in response to a second operation on the second identifier of the notification message, controlling the attack control to transition from the first state to a second state, and displaying the attack control in the second state on the graphical user interface; the second state is a display state indicating that when the attack control is triggered, only attack operations can be triggered.
[0104] The second operation includes disassociating the first identifier of the notification message from the attack control, such as by clicking the second identifier of the notification message. Clicking the second identifier of the notification message disassociates the first identifier of the notification message from the attack control, so that when the attack control is triggered, it can only trigger an attack operation, i.e., restoring the attack control to its original state.
[0105] The second state refers to a display state in which the attack control only has the attack control function, and is also the original state of the attack control.
[0106] In response to the player's second operation on the second identifier of the notification message, the attack control is controlled to change from the first state to the second state, that is, to restore from the first state to the original state. An attack control of a different color from that of the first state can be displayed on the graphical user interface (from a red attack control to a green attack control), or an attack control of a different shape from that of the first state can be displayed on the graphical user interface (from a square attack control to a circular attack control), or an attack control with a different mark from that of the first state can be displayed on the graphical user interface (the mark of the attack control is changed from B to A). Of course, there are other forms of distinction, which will not be described in detail here.
[0107] Figure 8 This is a fifth schematic diagram of the first terminal graphical user interface provided by this embodiment.
[0108] like Figure 8 As shown, the graphical user interface displays a virtual character 10, an attack control 21 in a first state, and a second identifier 32 for a distress message. When the player clicks the attack control 21 in the first state, the virtual character 10 can be controlled to perform an attack action and send a distress message to the second terminal. In response to the player's click operation on the second identifier 32 for the distress message, the attack control changes from the first state to the second state, and the attack control 22 in the second state is displayed on the graphical user interface. Figure 6 The third schematic diagram of the graphical user interface of the first terminal is shown, wherein the circle represents the attack control in the original state and the square represents the attack control in the first state. Since the second state of the attack control is the original state of the attack control, Figure 8 The attack control has been changed from square to circular. Figure 8 In order to more clearly show the conversion process of the attack control, the attack control before conversion is shown in dotted line form.
[0109] The optional implementation method provided in this embodiment may further include: in response to a second operation on the second identifier of the notification message, controlling the second identifier to be converted into the first identifier, and displaying the first identifier of the notification message on the graphical user interface.
[0110] In response to the player's second operation on the second identifier of the notification message, the attack control is restored to its original state, that is, the association between the attack control and the first identifier of the notification message is released. Therefore, the identifier representing the notification message is also restored from the second identifier to the first identifier.
[0111] Figure 9 This is a sixth schematic diagram of the first terminal graphical user interface provided by this embodiment.
[0112] like Figure 9 As shown, a virtual character 10, an attack control 21 in a first state, and a second identifier 32 for a distress message are displayed on the graphical user interface. When the player clicks the attack control 21 in the first state, the virtual character 10 can be controlled to perform an attack action and send a distress message to the second terminal at the same time. In response to the player's click operation on the second identifier 32 of the distress message, the attack control changes from the first state to the second state, and the distress message identifier changes from the second identifier 32 to the first identifier 31. The attack control 22 in the second state and the first identifier 31 of the distress message are displayed on the graphical user interface. Figure 9In order to more clearly show the conversion process of the attack control and the conversion process of the distress message identifier, the attack control and the distress message identifier before conversion are reflected in the form of dotted lines.
[0113] The optional implementation method provided in this embodiment may further include: when the display time of the first identifier of the notification message on the graphical user interface is greater than a preset time threshold, the first identifier of the notification message displayed on the graphical user interface automatically disappears.
[0114] The preset time threshold refers to a manually set time limit for controlling the display duration of the first identifier of the notification message on the graphical user interface. If the first identifier of the notification message is not associated with an attack control, it will automatically disappear if the display duration of the first identifier of the notification message on the graphical user interface exceeds the preset time threshold.
[0115] For example, the preset time threshold is set to 5 seconds. When the first identifier of the notification message is displayed on the graphical user interface for more than 5 seconds, the first identifier of the notification message automatically disappears. That is to say, the first identifier of the notification message is displayed on the graphical user interface for a maximum of 5 seconds. If the player does not perform any operation on the first identifier of the notification message within 5 seconds, the first identifier of the notification message will automatically disappear from the graphical user interface.
[0116] The first identifier of the notification message is not associated with the attack control. This may be because the first identifier of the notification message has never been associated with the attack control, or because the first identifier of the notification message was associated with the attack control and then the association was removed.
[0117] Within a preset time threshold, in response to a player's first operation on the first identifier of the notification message, an association between the first identifier of the notification message and an attack control can be established, so that when the attack control is triggered, both the attack operation and the message sending operation are triggered. This embodiment also provides an optional implementation, namely, in response to a third operation on the first identifier of the notification message, the notification message is sent to the second terminal, and the first identifier of the notification message displayed on the graphical user interface automatically disappears.
[0118] The third operation on the first identifier of the notification message may be a click operation, a press operation, or the like on the first identifier of the notification message performed before the first identifier of the notification message is associated with the attack control, or may be a click operation, a press operation, or the like on the first identifier of the notification message performed after the first identifier of the notification message is disassociated from the attack control.
[0119] After the player performs the third operation on the first identifier of the notification message, the notification message can be sent to the second terminal, but the first identifier of the notification message will also be removed from the graphical user interface. In other words, if the first identifier of the notification message is not associated with the attack control, the third operation on the first identifier of the notification message can only send the notification message to the second terminal once.
[0120] Step S304: In response to a triggering operation on the attack control in the first state, controlling the virtual character to perform an attack action, and sending the notification message to the second terminal.
[0121] When the attack control is in the first state, it has both the attack control function and the message sending control function. Therefore, by triggering the attack control in the first state, a notification message can be sent to the second terminal while controlling the virtual character to perform the attack action.
[0122] For example: in response to a virtual character being besieged by an enemy character, a distress button is displayed on the graphical user interface of the first terminal. In response to the player dragging the distress button onto the attack control, the distress button is associated with the attack control, and the attack control is converted to a first state having both attack control functions and distress message sending control functions. In response to a triggering operation such as a click on the attack control in the first state by the player, a distress message can be sent to the second terminal where teammates are located while controlling the virtual character to perform an attack action.
[0123] For another example: in response to the enemy character ×× using a punishment on the virtual character, a text icon "×× did not punish" is displayed on the graphical user interface of the first terminal. In response to the player dragging the "×× did not punish" text icon onto the attack control, the "×× did not punish" text icon is associated with the attack control, and the attack control is converted to a first state having both attack control function and "×× did not punish" notification message sending control function. In response to the player's triggering operation such as clicking on the attack control in the first state, a notification message "×× did not punish" can be sent to the second terminal where teammates are located while controlling the virtual character to perform an attack action.
[0124] The number of times the virtual character is controlled to execute attack actions and the number of times notification messages are sent to the second terminal where teammates are located is the same as the number of times the player triggers the attack control in the first state. That is, in response to continuous triggering of the attack control in the first state, the virtual character is controlled to execute attack actions continuously, and notification messages are continuously sent to the second terminal. For example, if the player clicks the attack control in the first state 10 times in a row, the virtual character will be controlled to shoot 10 times in a row and send notification messages to teammates 10 times in a row. As long as the first identifier of the notification message is associated with the attack control, the triggering of the attack control can send notification messages to the second terminal without restriction. If the player clicks the second identifier of the notification message, or the virtual character dies, or the virtual character exits combat, the first identifier of the notification message is disassociated from the attack control, and the player will be unable to send notification messages to the second terminal by triggering the attack control again.
[0125] The first embodiment described above provides an optional implementation of a method for processing messages in a game, which mainly provides a method for processing notification messages for a first terminal.
[0126] The second embodiment of the present application provides a method for processing messages in a game, which mainly provides a method for processing notification messages for a second terminal.
[0127] The in-game message processing method provided in this embodiment includes: in response to sending the notification message to the second terminal, the second terminal providing the notification message. That is, in response to a player sending the notification message via the first terminal to a teammate's second terminal, the second terminal provides the notification message to the teammate.
[0128] This embodiment provides an optional implementation method for the second terminal to provide notification messages to teammates, that is, displaying notification messages in text form on the graphical user interface of the second terminal, for example: floating text prompts such as "×× asks for help", "×× has no punishment", "××'s health is low" at the top of the graphical user interface of the second terminal.
[0129] This embodiment provides another optional implementation method for a second terminal to provide a notification message to teammates. That is, the second terminal provides a voice broadcast of the notification message. For example, after the second terminal receives the notification message "I am under siege" sent by the first terminal, it will use voice broadcast to notify teammates of the notification message "XX is under siege." This voice broadcast is typically automatically broadcast to teammates in response to the second terminal receiving the notification message sent by the first terminal.
[0130] This embodiment provides another optional implementation method for the second terminal to provide notification messages to teammates, that is, displaying text notification messages in the message display area of the graphical user interface of the second terminal, for example: displaying notification messages such as "×× calls for help", "×× has no punishment", and "××'s health is low" in the dialog box of the graphical user interface of the second terminal.
[0131] This embodiment provides another optional implementation method for the second terminal to provide notification messages to teammates, that is, displaying a prompt signal of the notification message on the minimap of the graphical user interface of the second terminal, for example: presenting a highlight flash prompt signal at the position of the player's virtual character on the minimap.
[0132] Several optional implementations of the second terminal providing notification messages to teammates are provided above. Of course, the second terminal providing notification messages to teammates described in this embodiment may also include other implementations, which will not be described one by one here.
[0133] The above implementation method can appear in a game alone or in combination. For example, the method of broadcasting notification messages by voice and the method of displaying prompt signals of notification messages on a small map are combined in a certain game. Then, when the second terminal where the teammate is located receives the notification message sent by the first terminal where the player is located, the teammate can not only clearly know the content of the notification message, thereby judging the current specific status of the player's virtual character and making corresponding responses, but also can accurately know the current specific location of the player's virtual character, thereby controlling the teammate's character to quickly move to the location of the player's virtual character.
[0134] Figure 10 is a first schematic diagram of the second terminal graphical user interface provided in this embodiment. Figure 10 The example of the second terminal providing notification messages to teammates is explained by floating text at the top of the graphical user interface.
[0135] like Figure 10 As shown, in response to the first terminal sending a "besieged" notification message to the second terminal, when the second terminal receives the "besieged" notification message sent by the first terminal, a "×× is besieged" notification message will be displayed at the top of the graphical user interface of the second terminal.
[0136] The in-game message processing method provided in this embodiment further includes: in response to the notification message being continuously sent to the second terminal, the second terminal continuously providing the notification message. That is, in response to the player repeatedly sending the notification message to the second terminal on which a teammate is located via the first terminal, the second terminal continuously provides the notification message to the teammate multiple times. The number of times the second terminal provides the notification message to the teammate can be the same as the number of times the second terminal receives the notification message sent by the first terminal.
[0137] Figure 11 is a second schematic diagram of the second terminal graphical user interface provided in this embodiment. Figure 11 The example of the second terminal providing notification messages to teammates is explained by floating text at the top of the graphical user interface.
[0138] like Figure 11 As shown, in response to the first terminal continuously sending the "besieged" notification message to the second terminal (assuming: the number of times of sending is 3 times), each time the second terminal receives the "besieged" notification message sent by the first terminal, a notification message "×× is besieged" will be displayed in floating words at the top of the second terminal's graphical user interface. Since the first terminal continuously sends the "besieged" notification message to the second terminal 3 times, if the second terminal receives the "besieged" notification message 3 times, three notification messages "×× is besieged" will be displayed in floating words at the top of the second terminal's graphical user interface.
[0139] In response to the second terminal providing the notification message to a teammate multiple times in a row, the in-game message processing method provided in this embodiment further includes: when the second terminal receives the notification message more than a preset threshold number of times, displaying a processing button for the notification message on the second terminal's graphical user interface. The processing button provided in this embodiment can be a button for aggregating notification messages or a button for blocking notification messages. By clicking the processing button for the notification message, a teammate can block or aggregate the notification message. In this way, after receiving a notification message, the teammate is no longer disturbed by the same notification message.
[0140] The preset threshold is a manually set standard for how many times teammates can block or aggregate the same notification message. If the second terminal receives the same notification message more than the preset threshold, a button is provided to the teammate to process the notification message. The teammate can block or aggregate the notification message by clicking the button. If the second terminal receives the same notification message less than or equal to the preset threshold, multiple notification messages are provided to the teammate.
[0141] For example, the preset threshold number of times is set to 3, and the method for the second terminal to provide notification messages is set to be a floating text display at the top of the graphical user interface. When the second terminal receives the first notification message, a notification message such as "×× Help" will be displayed at the top of the graphical user interface. When the second terminal receives the second notification message, since the number of notification message receptions is less than the preset threshold number of times (2≤3), the notification message "×× Help" will still be displayed at the top of the graphical user interface. When the second terminal receives the third notification message, since the number of notification message receptions is equal to the preset threshold number of times (3≤3), the notification message "×× Help" will still be displayed at the top of the graphical user interface. When the second terminal receives the fourth notification message, since the number of notification message receptions is greater than the preset threshold number of times (4>3), a notification message aggregation button will be displayed on the graphical user interface of the second terminal. The aggregation button can be set next to the notification message. By clicking the aggregation button, teammates aggregate the displayed notification messages and the notification messages to be displayed into one message, that is, aggregate the notification messages, and display the aggregated notification message at the top of the graphical user interface. Of course, the total number of times the second terminal has received the notification message can also be reflected by marking a number on the aggregate notification message, such as displaying an aggregate notification message with the text "×× Help ×4" at the top of the graphical user interface. Of course, if the teammate does not click the aggregate button, the notification message "×× Help ×4" will still be displayed at the top of the graphical user interface.
[0142] For another example, the preset threshold number of times is set to 5, and the second terminal's notification message delivery method is set to voice broadcast. When the second terminal receives the first notification message, it automatically broadcasts a notification message, such as "×× did not smite," to teammates. When the second terminal receives the second, third, fourth, and fifth notification messages, because the number of notification message receipts is less than or equal to the preset threshold number of times (2, 3, 4, or 5 ≤ 5), the second terminal will continue to automatically broadcast the notification message "×× did not smite" to teammates. When the second terminal receives the sixth notification message, because the number of notification message receipts exceeds the preset threshold number of times (6 > 5), a notification message blocking button will be displayed on the second terminal's graphical user interface. Teammates can block the notification message by clicking the blocking button. Of course, if teammates do not click the blocking button, the second terminal will still automatically broadcast the notification message "×× did not smite" to teammates.
[0143] Figure 12 This is a third schematic diagram of the second terminal graphical user interface provided by this embodiment. Figure 12 The example of the second terminal providing notification messages to teammates is explained by floating text at the top of the graphical user interface.
[0144] like Figure 12 As shown, when the second terminal receives "Besieged" notification messages sent by the first terminal more than a preset threshold number of times, an aggregation button 40 with the message "XX is Besieged" will be displayed on the second terminal's graphical user interface. Assuming the preset threshold number of times is three, an optional implementation method is to display four "XX is Besieged" notification messages floating at the top of the second terminal's graphical user interface, and display the aggregation button 40 next to the fourth "XX is Besieged" notification message.
[0145] Figure 13 This is a fourth schematic diagram of the second terminal graphical user interface provided by this embodiment. Figure 13 The example of the second terminal providing notification messages to teammates is explained by floating text at the top of the graphical user interface.
[0146] like Figure 13 As shown, when a teammate clicks the aggregate button 40, the displayed notification messages "×× is under siege" are aggregated into an aggregate notification message "×× is under siege ×4", and this aggregate notification message is displayed in floating text at the top of the graphical user interface of the second terminal. In response to the second terminal receiving the "Besieged" notification message sent by the first terminal again, only the number of tags in the aggregate notification message is increased.
[0147] The second embodiment described above provides an optional implementation of a method for processing messages in a game, which mainly provides a method for processing notification messages for the second terminal.
[0148] The third embodiment of the present application provides a message processing device in a game, Figure 14 Schematic diagram of the structure of the message processing device in the game provided by this embodiment.
[0149] like Figure 14 As shown, the message processing device in the game provided by this embodiment includes: an attack control unit 1401; an identification display unit 1402, a state conversion unit 1403, and a function triggering unit 1404.
[0150] The attack control unit 1401 is used to control the virtual character to perform attack actions in the game scene in response to the attack control instruction.
[0151] The identification display unit 1402 is configured to display a first identification of the notification message on a graphical user interface in response to the virtual character satisfying a triggering condition of the notification message.
[0152] Optionally, the triggering condition of the notification message includes: a status condition of the virtual character; and in response to the virtual character satisfying the triggering condition of the notification message, displaying the first identifier of the notification message on the graphical user interface includes:
[0153] In response to the current state of the virtual character satisfying a preset state condition, a first identifier of the notification message is displayed on the graphical user interface.
[0154] Optionally, the triggering condition of the notification message further includes: an environmental condition of the virtual character; and in response to the virtual character satisfying the triggering condition of the notification message, displaying a first identifier of the notification message on the graphical user interface further includes:
[0155] In response to the current environment of the virtual character meeting a preset environmental condition, a first identifier of the notification message is displayed on the graphical user interface.
[0156] The state transition unit 1403 is configured to, in response to a first operation on the first identifier of the notification message, control the attack control to enter a first state and display the attack control in the first state on the graphical user interface; the first state is a display state indicating that, when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation.
[0157] Optionally, the method further includes: in response to a first operation on the first identifier of the notification message, controlling the first identifier to be converted into a second identifier, and displaying the second identifier of the notification message on the graphical user interface.
[0158] Optionally, the method further includes: in response to a second operation on a second identifier of the notification message, controlling the attack control to transition from the first state to a second state, and displaying the attack control in the second state on the graphical user interface; the second state is a display state indicating that when the attack control is triggered, only an attack operation can be triggered.
[0159] Optionally, the method further includes: in response to a second operation on the second identifier of the notification message, controlling the second identifier to be converted into the first identifier, and displaying the first identifier of the notification message on the graphical user interface.
[0160] Optionally, the method further includes: when the display time of the first identifier of the notification message on the graphical user interface is greater than a preset time threshold, the first identifier of the notification message displayed on the graphical user interface automatically disappears.
[0161] Optionally, the method further includes: in response to a third operation on the first identifier of the notification message, sending the notification message to the second terminal, and the first identifier of the notification message displayed on the graphical user interface automatically disappears.
[0162] Optionally, the first operation includes: an association operation of associating the first identifier of the notification message with the attack control.
[0163] The function triggering unit 1404 is configured to control the virtual character to perform an attack action in response to a triggering operation on the attack control in the first state, and to send the notification message to the second terminal.
[0164] Optionally, the method further includes: in response to continuous triggering operations on the attack control in the first state, controlling the virtual character to continuously perform attack actions, and continuously sending the notification message to the second terminal.
[0165] Optionally, the method further includes: in response to sending the notification message to the second terminal, the second terminal providing the notification message.
[0166] Optionally, the method further includes: in response to continuously sending the notification message to the second terminal, the second terminal continuously providing the notification message.
[0167] The fourth embodiment of the present application provides a terminal device, Figure 15 It is a schematic diagram of the structure of the terminal device provided in this embodiment.
[0168] like Figure 15 As shown, the terminal device provided in this embodiment includes: a memory 1501 , a processor 1502 , a display 1503 and a network interface 1504 .
[0169] The memory 1501 is used to store computer instructions for executing the message processing method in the game.
[0170] The processor 1502 is configured to execute computer instructions stored in the memory 1501 to perform the following operations:
[0171] In response to an attack control instruction, controlling the virtual character to perform an attack action in the game scene;
[0172] In response to the virtual character satisfying a triggering condition of the notification message, displaying a first identifier of the notification message on the graphical user interface;
[0173] In response to a first operation on a first identifier of the notification message, controlling the attack control to enter a first state, and displaying the attack control in the first state on the graphical user interface; the first state is a display state indicating that when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation;
[0174] In response to a triggering operation on the attack control in the first state, the virtual character is controlled to perform an attack action, and the notification message is sent to the second terminal.
[0175] Optionally, the method further includes: in response to continuous triggering operations on the attack control in the first state, controlling the virtual character to continuously perform attack actions, and continuously sending the notification message to the second terminal.
[0176] Optionally, the method further includes: in response to a first operation on the first identifier of the notification message, controlling the first identifier to be converted into a second identifier, and displaying the second identifier of the notification message on the graphical user interface.
[0177] Optionally, the method further includes: in response to a second operation on a second identifier of the notification message, controlling the attack control to transition from the first state to a second state, and displaying the attack control in the second state on the graphical user interface; the second state is a display state indicating that when the attack control is triggered, only an attack operation can be triggered.
[0178] Optionally, the method further includes: in response to a second operation on the second identifier of the notification message, controlling the second identifier to be converted into the first identifier, and displaying the first identifier of the notification message on the graphical user interface.
[0179] Optionally, the method further includes: when the display time of the first identifier of the notification message on the graphical user interface is greater than a preset time threshold, the first identifier of the notification message displayed on the graphical user interface automatically disappears.
[0180] Optionally, the method further includes: in response to a third operation on the first identifier of the notification message, sending the notification message to the second terminal, and the first identifier of the notification message displayed on the graphical user interface automatically disappears.
[0181] Optionally, the first operation includes: an association operation of associating the first identifier of the notification message with the attack control.
[0182] Optionally, the triggering condition of the notification message includes: a status condition of the virtual character; and in response to the virtual character satisfying the triggering condition of the notification message, displaying the first identifier of the notification message on the graphical user interface includes:
[0183] In response to the current state of the virtual character satisfying a preset state condition, a first identifier of the notification message is displayed on the graphical user interface.
[0184] Optionally, the triggering condition of the notification message further includes: an environmental condition of the virtual character; and in response to the virtual character satisfying the triggering condition of the notification message, displaying a first identifier of the notification message on the graphical user interface further includes:
[0185] In response to the current environment of the virtual character meeting a preset environmental condition, a first identifier of the notification message is displayed on the graphical user interface.
[0186] Optionally, the method further includes: in response to sending the notification message to the second terminal, the second terminal providing the notification message.
[0187] Optionally, the method further includes: in response to continuously sending the notification message to the second terminal, the second terminal continuously providing the notification message.
[0188] The display 1503 is used to display a graphical user interface, which displays at least an attack control and a part of the game scene, and the game scene includes at least a virtual character.
[0189] The network interface 1504 is used to connect to the server.
[0190] A fifth embodiment of the present application provides a computer-readable storage medium, which includes computer instructions. When the computer instructions are executed by a processor, they are used to implement the methods described in each embodiment of the present application.
[0191] It should be noted that relational terms such as "first" and "second" in this document are used only to distinguish one entity or operation from another entity or operation, and do not require or imply any actual relationship or order between these entities or operations. In addition, the words "include," "have," "include," and "includes" and other similar forms are synonymous in meaning, and the ending of any one or more items following any of the above words is open-ended, and none of the above terms indicates that the one or more items are exhaustive or limited to the one or more items listed.
[0192] As used herein, unless expressly stated otherwise, the term "or" includes all possible combinations, except those that are infeasible. For example, if a statement states that a database may include A or B, then unless otherwise specified or infeasible, it may include databases A, B, or A and B. As a second example, if a statement states that a database may include A, B, or C, then unless otherwise specified or infeasible, it may include databases A, B, or C, or A and B, or A and C, or B and C, or A, B, and C.
[0193] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above-mentioned computer-readable medium. When the software is executed by a processor, it can execute the above-mentioned disclosed method. The computing unit and other functional units described in this disclosure can be implemented by hardware or software, or a combination of hardware and software. Those of ordinary skill in the art will also understand that the above-mentioned multiple modules / units can be combined into one module / unit, and each of the above-mentioned modules / units can be further divided into multiple sub-modules / sub-units.
[0194] In the above detailed description, the embodiments have been described with reference to many specific details, which may vary depending on the implementation. Certain adaptations and modifications may be made to the embodiments. For those skilled in the art, other embodiments will be readily apparent from the specific embodiments disclosed herein. This description and examples are for illustrative purposes only, and the true scope and nature of this application are described in the claims. The order of steps shown in the figures is also for illustrative purposes only and is not intended to be limiting to any particular steps or order. Therefore, those skilled in the art will appreciate that these steps may be performed in different orders when implementing the same method.
[0195] In the drawings and detailed description of this application, exemplary embodiments are disclosed. However, many variations and modifications may be made to these embodiments. Accordingly, although specific terms are used, these terms are used in a general and descriptive sense only and not for purposes of limitation.
Claims
1. A message processing method in a game, characterized in that: A graphical user interface is provided via a first terminal, wherein the graphical user interface displays at least an attack control and a portion of a game scene, wherein the game scene includes at least a virtual character, and the method includes: In response to an attack control instruction, controlling the virtual character to perform an attack action in the game scene; In response to the virtual character satisfying a triggering condition of the notification message, displaying a first identifier of the notification message on the graphical user interface; In response to a first operation on a first identifier of the notification message, controlling the attack control to enter a first state, and displaying the attack control in the first state on the graphical user interface; the first state is a display state indicating that when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation; In response to a triggering operation on the attack control in the first state, the virtual character is controlled to perform an attack action, and the notification message is sent to the second terminal.
2. The method according to claim 1, characterized in that The method further includes: in response to continuous triggering operations on the attack control in the first state, controlling the virtual character to continuously perform attack actions, and continuously sending the notification message to the second terminal.
3. The method according to claim 1, characterized in that The method further includes: in response to a first operation on the first identifier of the notification message, controlling the first identifier to be converted into a second identifier, and displaying the second identifier of the notification message on the graphical user interface.
4. The method according to claim 3, characterized in that The method further includes: in response to a second operation on a second identifier of the notification message, controlling the attack control to transition from the first state to a second state, and displaying the attack control in the second state on the graphical user interface; the second state is a display state indicating that when the attack control is triggered, only an attack operation can be triggered.
5. The method according to claim 4, characterized in that The method further includes: in response to a second operation on the second identifier of the notification message, controlling the second identifier to be converted into the first identifier, and displaying the first identifier of the notification message on the graphical user interface.
6. The method according to claim 5, characterized in that The method further includes: when the display time of the first identifier of the notification message on the graphical user interface is greater than a preset time threshold, the first identifier of the notification message displayed on the graphical user interface automatically disappears.
7. The method according to claim 1, characterized in that The method further includes: in response to a third operation on the first identifier of the notification message, sending the notification message to the second terminal, and the first identifier of the notification message displayed on the graphical user interface automatically disappears.
8. The method according to claim 1, characterized in that The first operation includes: an association operation of associating the first identifier of the notification message with the attack control.
9. The method according to claim 1, characterized in that The triggering condition of the notification message includes: a status condition of the virtual character; and in response to the virtual character satisfying the triggering condition of the notification message, displaying a first identifier of the notification message on the graphical user interface includes: In response to the current state of the virtual character satisfying a preset state condition, a first identifier of the notification message is displayed on the graphical user interface.
10. The method according to claim 1, characterized in that The triggering condition of the notification message includes: the environmental condition of the virtual character; and in response to the virtual character satisfying the triggering condition of the notification message, displaying the first identifier of the notification message on the graphical user interface includes: In response to the current environment of the virtual character meeting a preset environmental condition, a first identifier of the notification message is displayed on the graphical user interface.
11. The method according to claim 1, wherein The method further includes: in response to sending the notification message to the second terminal, the second terminal providing the notification message.
12. The method according to claim 2, characterized in that The method further includes: in response to continuously sending the notification message to the second terminal, the second terminal continuously providing the notification message.
13. A message processing device in a game, characterized in that: include: Attack control unit; Identification display unit, state conversion unit, function trigger unit; The attack control unit is used to control the virtual character to perform attack actions in the game scene in response to the attack control instruction; The identification display unit is configured to display a first identification of the notification message on a graphical user interface in response to the virtual character satisfying a triggering condition of the notification message; The state conversion unit is configured to control the attack control to enter a first state in response to a first operation on the first identifier of the notification message, and display the attack control in the first state on the graphical user interface; the first state is a display state indicating that when the attack control is triggered, it can simultaneously trigger an attack operation and a message sending operation; The function triggering unit is configured to control the virtual character to perform an attack action in response to a triggering operation on the attack control in the first state, and to send the notification message to the second terminal.
14. A terminal device, characterized in that: include: memory, processor, display, and network interface; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method according to any one of claims 1 to 12; The display is used to display a graphical user interface; The network interface is used to connect to the server.
15. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: The instruction is executed by a processor to implement the method according to any one of claims 1 to 12.
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