A method, apparatus, device and medium for processing information in a game

By hiding the attribute information of virtual characters in the game when a set detection range is met, the problem of players' strategic intentions being easily exposed is solved, thus improving the game's strategic effectiveness and player experience.

CN116139481BActive Publication Date: 2025-11-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310196228.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-23
Publication Date
2025-11-18
Estimated Expiration
2043-02-23

AI Technical Summary

Technical Problem

Existing games display all attribute information of players' virtual characters during combat, making strategic intentions easily exposed, which affects the effectiveness of game strategies and the player's gaming experience.

Method used

When the first virtual character and the second virtual character meet the positional relationship within the set detection range, the target attribute information of the first virtual character is switched from a displayed state to a hidden state, and is hidden by means of mosaic processing, graffiti covering processing, reducing clarity and brightness, or not displaying attribute information.

Benefits of technology

It enables the rapid concealment of the target attribute information of the player's virtual character, affecting the opposing player's judgment of strategic intentions, thereby improving the game's strategic effectiveness and the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a game information processing method and device, equipment and medium, and is applied to the technical field of games, specifically: in response to the positional relationship between a first virtual character and a second virtual character meeting a set detection range, switching target attribute information of the first virtual character from a display state to a hidden state; and in response to a trigger control instruction for a target control, switching the target attribute information of the first virtual character from the display state to the hidden state, so that the target attribute information of the first virtual character controlled by a game player can be quickly hidden, and the judgment of the strategic intention of an enemy player to the game player can be affected by hiding the target attribute information of the first virtual character, thereby improving the game strategic effect and the game experience of the player.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a method, apparatus, device and medium for information processing in games. Background Technology

[0002] In strategy games such as role-playing games, players typically fight against virtual objects in the game, such as monsters, or engage in player-versus-player (PK) combat with other players.

[0003] Currently, most games display all attribute information of the virtual character controlled by the player during player-versus-player combat, which may expose the player's strategic intentions and thus affect the game's strategic effectiveness and player experience. Summary of the Invention

[0004] This application provides a method, apparatus, device, and medium for information processing in games, to solve the problem that existing games display all attribute information of player virtual characters during player-versus-player combat, which easily exposes players' strategic intentions, thereby affecting the game's strategic effectiveness and player experience. Specifically, the technical solution provided by this application is as follows:

[0005] On one hand, this application provides a method for information processing in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a game scene and a first virtual character and a second virtual character located in the game scene. The method for information processing in the game includes:

[0006] Responding to movement control commands for the first virtual character, control the first virtual character to move within the game scene;

[0007] In response to the positional relationship between the first virtual character and the second virtual character satisfying the set detection range, the target attribute information of the first virtual character is switched from the display state to the hidden state.

[0008] On the other hand, this application provides a game information processing device that provides a graphical user interface through a terminal device. The graphical user interface displays at least a game scene and a first virtual character and a second virtual character located in the game scene. The game information processing device includes:

[0009] The first response unit is used to respond to movement control commands for the first virtual character and control the first virtual character to move in the game scene;

[0010] The second response unit is used to respond to the positional relationship between the first virtual character and the second virtual character that meets the set detection range, and to switch the target attribute information of the first virtual character from the display state to the hidden state.

[0011] On the other hand, this application provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the above-mentioned information processing method in the game.

[0012] On the other hand, this application also provides a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the aforementioned information processing method in the game.

[0013] The beneficial effects of this application are as follows:

[0014] This application achieves rapid concealment of the target attribute information of the first virtual character controlled by the game player by switching the target attribute information of the first virtual character from a displayed state to a hidden state when the first virtual character and the second virtual character meet the positional relationship within a set detection range. This allows the opposing player to influence the game player's strategic intentions by concealing the target attribute information of the first virtual character, thereby improving the game's strategic effectiveness and the player's gaming experience.

[0015] Other features and advantages of this application will be set forth in the following description, and will be apparent in part from the description, or may be learned by practicing the application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings. Attached Figure Description

[0016] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0017] Figure 1 This is a schematic diagram outlining the information processing method in the game as described in this application embodiment;

[0018] Figure 2a This is a schematic diagram of a triggering method for the target control in an embodiment of this application;

[0019] Figure 2b This is a schematic diagram illustrating another triggering method for the target control in an embodiment of this application;

[0020] Figure 3a This is a schematic diagram of an information hiding interface in one of the embodiments of this application;

[0021] Figure 3b This is a schematic diagram of another information hiding interface in an embodiment of this application;

[0022] Figure 3cThis is a schematic diagram of another information hiding interface in the embodiments of this application;

[0023] Figure 3d This is another schematic diagram of an information hiding interface in the embodiments of this application;

[0024] Figure 4 This is a functional structure diagram of the information processing device in the game as described in this application embodiment;

[0025] Figure 5 This is a schematic diagram of the hardware structure of the electronic device in the embodiments of this application. Detailed Implementation

[0026] To make the objectives, technical solutions, and beneficial effects of this application clearer, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0027] To facilitate a better understanding of this application by those skilled in the art, the technical terms used in this application will be briefly introduced below.

[0028] A virtual character is a fictional character with personalized characteristics created based on the game's plot and gameplay. In this embodiment of the application, the virtual character includes a first virtual character and a second virtual character. The first virtual character is a controlled virtual character that is manipulated through a terminal device, i.e., the virtual character selected by the player in the game. The second virtual character is an attacking virtual character that is hostile to the first virtual character in the game.

[0029] Attribute information refers to the characteristic information of a virtual character. In this embodiment, attribute information includes, but is not limited to, virtual weapons, energy bars, armor, character class, auxiliary virtual objects, etc. of the virtual character. The target attribute information can be one or more of the various attribute information of the virtual character.

[0030] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments described herein can be implemented in an order other than that illustrated or described herein. Furthermore, the term "and / or" used in this application describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0031] The following describes in detail the game information processing method provided in the embodiments of this application, using several specific application examples.

[0032] The game information processing method provided in this application embodiment can run on a local terminal device or a server. When the game information processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0033] In one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of the virtual booth interaction methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally decodes and outputs the game screen through the client device.

[0034] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes at least the game screen, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0035] In one possible implementation, the game information processing method provided in this application provides a graphical user interface (GUI) through a terminal device. The GUI includes a game screen displaying at least a game scene and a first virtual character and a second virtual character located within the game scene. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Specifically, see [link to relevant documentation]. Figure 1 As shown, the general flow of the game information processing method provided in this application embodiment is as follows:

[0036] Step 101: Respond to the movement control command for the first virtual character and control the first virtual character to move in the game scene.

[0037] In practical applications, players can control the movement of the first virtual character by performing control operations such as sliding and long-pressing on the character control controls displayed on the graphical user interface during the game. At this time, the game system responds to the movement control commands for the first virtual character and controls the first virtual character to move in the game scene.

[0038] Step 102: In response to the positional relationship between the first virtual character and the second virtual character that meets the set detection range, switch the target attribute information of the first virtual character from the display state to the hidden state.

[0039] In a specific implementation, in one optional embodiment, the detection range can be configured as the detection range for the first virtual character. Based on this, the game system can simultaneously detect whether there are second virtual objects such as attacking virtual characters within the set detection range of the first virtual character (e.g., a circular area with the first virtual character as the center and a diameter of 30m) while controlling the movement of the first virtual character. When the second virtual object such as attacking virtual character is detected within the set detection range of the first virtual character, the positional relationship between the second virtual object and the first virtual object that meets the set detection range is determined. At this time, the game system can switch the target attribute information of the first virtual character from the display state to the hidden state. In this way, by configuring the set detection range to the first virtual character, the control of configuration parameters can be reduced.

[0040] In another optional implementation, the detection range can also be a detection range configured for second virtual objects such as attacking virtual characters. That is, each attacking virtual character or other second virtual object is pre-configured with a detection range. Based on this, the game system can simultaneously detect whether a first virtual character exists within the detection range of each attacking virtual character or other second virtual object in the game scene (e.g., a circular area with the second virtual object as the center and a diameter of 30m). When a first virtual character is detected within the detection range of at least one attacking virtual character or other second virtual object in the game scene, the system determines that the positional relationship between the at least one second virtual object and the first virtual character satisfies the detection range. At this time, the game system can switch the target attribute information of the first virtual character from the display state to the hidden state.

[0041] Furthermore, in this embodiment, the player can also manually control the state of the target attribute information of the first virtual character through the target control displayed in the graphical user interface. For example, when the target attribute information of the first virtual character is in the display state, refer to... Figure 2a As shown, players can interact with target controls (such as...) Figure 2a The hidden information control in the text executes a specified trigger operation such as click, double-click, or long-press to initiate an attribute hiding command, or refer to... Figure 2b As shown, players can also initiate an attribute hiding command by dragging the target control to the location of the target attribute information of the first virtual character. At this time, the game system responds to the attribute hiding command for the target control and switches the target attribute information of the first virtual character from the displayed state to the hidden state. For example, when the target attribute information of the first virtual character is in the hidden state, players can initiate an unhiding command by performing specified trigger operations such as clicking, double-clicking, or long-pressing on the target control. At this time, the game system responds to the unhiding command for the target control and switches the target attribute information of the first virtual character from the hidden state to the displayed state.

[0042] In practice, the game system can simultaneously run an automatic hiding mode based on a set detection range and a manual hiding mode based on a target control, or it can selectively run either the automatic hiding mode based on a set detection range or the manual hiding mode based on a target control. The specific mode can be determined according to the player's settings. For example, if the player selects the automatic hiding mode in the system settings, the game system will only run the automatic hiding mode during the game. Alternatively, the player can select the manual hiding mode in the system settings, in which case the game system will only run the manual hiding mode during the game. Or, the player can select both the automatic hiding mode and the manual hiding mode in the system settings, in which case the game system will run both modes simultaneously during the game.

[0043] In practical applications, whether in automatic or manual hiding mode, when the game system switches the target attribute information of the first virtual character from a displayed state to a hidden state, in one embodiment, all the first attribute information of the first virtual character (such as virtual weapons, energy bars, armor, character classes, auxiliary virtual objects, etc.) can be switched from a displayed state to a hidden state. In another embodiment, the pre-set first attribute information (such as virtual weapons and energy bars) in each of the first attribute information of the first virtual character can also be switched from a displayed state to a hidden state. In yet another embodiment, the default configured first attribute information (such as virtual weapons) in each of the first attribute information of the first virtual character can also be switched from a displayed state to a hidden state. In yet another embodiment, the first attribute information of the first virtual character with the same attribute type and the second attribute information of the second virtual character can be compared in level, and the first attribute information with the lower level in each of the first attribute information of the first virtual character can be switched from a displayed state to a hidden state based on the level comparison result.

[0044] In specific implementation, when the game system switches the target attribute information of the first virtual character from a displayed state to a hidden state, in one embodiment, see [reference needed]. Figure 3a As shown, the target attribute information of the first virtual character can be pixelated. In another embodiment, see [reference needed]. Figure 3b As shown, the target attribute information of the first virtual character can also be overlaid with graffiti. In another embodiment, see [reference]. Figure 3c As shown, the clarity and / or brightness of the target attribute information of the first virtual character can also be reduced. In another embodiment, see [reference]. Figure 3d As shown, the target attribute information of the first virtual character can also be hidden in the game scene.

[0045] In practical applications, the game system can directly use any of the above-mentioned hiding methods to switch the target attribute information of the first virtual character from a displayed state to a hidden state. Alternatively, it can determine the target hiding method from the different hiding methods mentioned above based on the display area of ​​the target attribute information of the first virtual character, and then use that method to switch the target attribute information of the first virtual character from a displayed state to a hidden state. For example, if the display area of ​​the target attribute information of the first virtual character is small, the target attribute information determined by the above methods can be pixelated; if the display area of ​​the target attribute information of the first virtual character is large, the target attribute information determined by the above methods can be covered with graffiti, etc.

[0046] Furthermore, after the game system switches the target attribute information of the first virtual character from a displayed state to a hidden state, it can also switch the target attribute information of the first virtual character from a hidden state to a displayed state when it determines that any of the hiding cancellation conditions are met. Among them, the hiding cancellation conditions include at least one or more of the following: the energy value of the first virtual character is not higher than a set threshold, the positional relationship between the first virtual character and the second virtual character does not meet the set detection range, the hiding command is initiated through the target control, and the hiding time of the target attribute information of the first virtual character is not less than a set time.

[0047] In this embodiment, when the first virtual character and the second virtual character satisfy the positional relationship within a set detection range, the game system switches the target attribute information of the first virtual character from a displayed state to a hidden state. This allows for the rapid concealment of the target attribute information of the first virtual character controlled by the game player. By concealing the target attribute information of the first virtual character, the system can influence the opposing player's judgment of the game player's strategic intentions, thereby improving the game's strategic effectiveness and the player's gaming experience.

[0048] Based on the above embodiments, this application also provides a game information processing device that provides a graphical user interface through a terminal device. The graphical user interface displays at least a game scene and a first virtual character and a second virtual character located in the game scene. (See reference...) Figure 4 As shown, the game information processing device 400 provided in this application embodiment includes at least:

[0049] The first response unit 401 is used to respond to the movement control command for the first virtual character and control the first virtual character to move in the game scene;

[0050] The second response unit 402 is used to respond to the positional relationship between the first virtual character and the second virtual character that meets the set detection range, and to switch the target attribute information of the first virtual character from the display state to the hidden state.

[0051] In one possible implementation, when the target attribute information of the first virtual character is switched from a displayed state to a hidden state, the second response unit 402 is specifically used for:

[0052] Switch all primary attribute information of the first virtual character from the displayed state to the hidden state;

[0053] or;

[0054] Switch the pre-set first attribute information in each of the first attribute information of the first virtual character from the display state to the hidden state;

[0055] or;

[0056] Switch the default configured first attribute information of each first attribute information of the first virtual character from the display state to the hidden state;

[0057] or;

[0058] The first attribute information of the first virtual character and the second attribute information of the second virtual character with the same attribute type are compared in terms of level. Based on the level comparison result, the first attribute information with the lower level among the first attribute information of the first virtual character is switched from display to hidden state.

[0059] In one possible implementation, when the target attribute information of the first virtual character is switched from a displayed state to a hidden state, the second response unit 402 is specifically used for:

[0060] The target attribute information of the first virtual character is pixelated.

[0061] or;

[0062] The target attribute information of the first virtual character is overwritten with graffiti.

[0063] or;

[0064] Reduce the clarity and / or brightness of the target attribute information of the first virtual character;

[0065] or;

[0066] The target attribute information of the first virtual character is not displayed in the game scene.

[0067] In one possible implementation, when the target attribute information of the first virtual character is switched from a displayed state to a hidden state, the second response unit 402 is specifically used for:

[0068] Based on the display area of ​​the target attribute information of the first virtual character, determine the target hiding method from different hiding methods;

[0069] The target attribute information of the first virtual character is switched from a displayed state to a hidden state by using a target hiding method.

[0070] In one possible implementation, the game information processing device 400 provided in this application embodiment further includes:

[0071] The third response unit 403 is used to respond to the attribute hiding instruction for the target control in the graphical user interface and switch the target attribute information of the first virtual character from the display state to the hidden state.

[0072] In one possible implementation, the attribute hiding instruction is a drag operation that moves the target control to the location of the target attribute information of the first virtual character, or a specified trigger operation on the target control.

[0073] In one possible implementation, the game information processing device 400 provided in this application embodiment further includes:

[0074] The fourth response unit 404 is used to switch the target attribute information of the first virtual character from a hidden state to a displayed state in response to any hidden cancellation condition being met; wherein the hidden cancellation condition includes at least one or more of the following: the energy value of the first virtual character is not higher than a set threshold, the positional relationship between the first virtual character and the second virtual character does not meet the set detection range, a cancellation command is initiated through the target control in the graphical user interface, and the hiding time of the target attribute information of the first virtual character is not less than a set time.

[0075] It should be noted that the principle of the game information processing device 400 provided in this application embodiment to solve the technical problem is similar to the game information processing method provided in this application embodiment. Therefore, the implementation of the game information processing device 400 provided in this application embodiment can refer to the implementation of the game information processing method provided in this application embodiment, and the repeated parts will not be described again.

[0076] After introducing the game information processing method and apparatus provided in the embodiments of this application, the electronic device provided in the embodiments of this application will be briefly introduced next.

[0077] See Figure 5 As shown, the electronic device 500 provided in this application embodiment includes at least a processor 501, a memory 502, and a computer program stored in the memory 502 and executable on the processor 501. When the processor 501 executes the computer program, it implements the game information processing method provided in this application embodiment. For example, when the processor 501 executes the computer program, it implements the following steps:

[0078] Responding to movement control commands for the first virtual character, control the first virtual character to move within the game scene;

[0079] In response to the positional relationship between the first virtual character and the second virtual character satisfying the set detection range, the target attribute information of the first virtual character is switched from the display state to the hidden state.

[0080] In one possible implementation, when switching the target attribute information of the first virtual character from a displayed state to a hidden state, the processor 501 is specifically used to:

[0081] Switch all primary attribute information of the first virtual character from the displayed state to the hidden state;

[0082] or;

[0083] Switch the pre-set first attribute information in each of the first attribute information of the first virtual character from the display state to the hidden state;

[0084] or;

[0085] Switch the default configured first attribute information of each first attribute information of the first virtual character from the display state to the hidden state;

[0086] or;

[0087] The first attribute information of the first virtual character and the second attribute information of the second virtual character with the same attribute type are compared in terms of level. Based on the level comparison result, the first attribute information with the lower level among the first attribute information of the first virtual character is switched from display to hidden state.

[0088] In one possible implementation, when switching the target attribute information of the first virtual character from a displayed state to a hidden state, the processor 501 is specifically used to:

[0089] The target attribute information of the first virtual character is pixelated.

[0090] or;

[0091] The target attribute information of the first virtual character is overwritten with graffiti.

[0092] or;

[0093] Reduce the clarity and / or brightness of the target attribute information of the first virtual character;

[0094] or;

[0095] The target attribute information of the first virtual character is not displayed in the game scene.

[0096] In one possible implementation, when switching the target attribute information of the first virtual character from a displayed state to a hidden state, the processor 501 is specifically used to:

[0097] Based on the display area of ​​the target attribute information of the first virtual character, determine the target hiding method from different hiding methods;

[0098] The target attribute information of the first virtual character is switched from a displayed state to a hidden state by using a target hiding method.

[0099] In one possible implementation, the processor 501 is further configured to:

[0100] In response to an attribute hiding instruction for a target control in the graphical user interface, the target attribute information of the first virtual character is switched from a displayed state to a hidden state.

[0101] In one possible implementation, the attribute hiding instruction is a drag operation that moves the target control to the location of the target attribute information of the first virtual character, or a specified trigger operation on the target control.

[0102] In one possible implementation, the processor 501 is further configured to:

[0103] If any of the hidden cancellation conditions are met, the target attribute information of the first virtual character will be switched from a hidden state to a displayed state. The hidden cancellation conditions include at least one or more of the following: the energy value of the first virtual character is not higher than a set threshold; the positional relationship between the first virtual character and the second virtual character does not meet the set detection range; a cancellation command is initiated through the target control in the graphical user interface; and the hiding time of the target attribute information of the first virtual character is not less than a set time.

[0104] In one possible implementation, the electronic device 500 provided in this application embodiment may further include a bus 503 connecting different components (including processor 501 and memory 502). The bus 503 represents one or more types of bus structures, including memory bus, peripheral bus, local area bus, etc.

[0105] In one possible implementation, memory 502 may include a readable medium in the form of volatile memory, such as random access memory (RAM) 5021 and / or cache memory 5022, and may further include read-only memory (ROM) 5023. Memory 502 may also include a program tool 5025 having a set (at least one) of program modules 5024, including but not limited to: an operating subsystem, one or more application programs, other program modules, and program data; each or some combination of these examples may include an implementation of a network environment.

[0106] In one possible implementation, the electronic device 500 can also communicate with one or more external devices 504 (e.g., keyboard, remote control, etc.), and with one or more devices that enable a user to interact with the electronic device 500 (e.g., mobile phone, computer, etc.), and / or with any device that enables the electronic device 500 to communicate with one or more other electronic devices 500 (e.g., router, modem, etc.). This communication can be performed via an input / output (I / O) interface 505. Furthermore, the electronic device 500 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via a network adapter 506. Figure 5 As shown, network adapter 506 communicates with other modules of electronic device 500 via bus 503. It should be understood that, although... Figure 5 As not shown, other hardware and / or software modules may be used in conjunction with the electronic device 500, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) subsystems, tape drives, and data backup storage subsystems.

[0107] It should be noted that, Figure 5 The electronic device 500 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0108] The computer-readable storage medium provided in the embodiments of this application is described below. The computer-readable storage medium provided in the embodiments of this application stores computer instructions. When these computer instructions are executed by a processor, they implement the game information processing method provided in the embodiments of this application. For example, when the processor executes the computer instructions, it implements the following steps:

[0109] Responding to movement control commands for the first virtual character, control the first virtual character to move within the game scene;

[0110] In response to the positional relationship between the first virtual character and the second virtual character satisfying the set detection range, the target attribute information of the first virtual character is switched from the display state to the hidden state.

[0111] In one possible implementation, when switching the target attribute information of the first virtual character from a displayed state to a hidden state, the processor is specifically used to:

[0112] Switch all primary attribute information of the first virtual character from the displayed state to the hidden state;

[0113] or;

[0114] Switch the pre-set first attribute information in each of the first attribute information of the first virtual character from the display state to the hidden state;

[0115] or;

[0116] Switch the default configured first attribute information of each first attribute information of the first virtual character from the display state to the hidden state;

[0117] or;

[0118] The first attribute information of the first virtual character and the second attribute information of the second virtual character with the same attribute type are compared in terms of level. Based on the level comparison result, the first attribute information with the lower level among the first attribute information of the first virtual character is switched from display to hidden state.

[0119] In one possible implementation, when switching the target attribute information of the first virtual character from a displayed state to a hidden state, the processor is specifically used to:

[0120] The target attribute information of the first virtual character is pixelated.

[0121] or;

[0122] The target attribute information of the first virtual character is overwritten with graffiti.

[0123] or;

[0124] Reduce the clarity and / or brightness of the target attribute information of the first virtual character;

[0125] or;

[0126] The target attribute information of the first virtual character is not displayed in the game scene.

[0127] In one possible implementation, when switching the target attribute information of the first virtual character from a displayed state to a hidden state, the processor is specifically used to:

[0128] Based on the display area of ​​the target attribute information of the first virtual character, determine the target hiding method from different hiding methods;

[0129] The target attribute information of the first virtual character is switched from a displayed state to a hidden state by using a target hiding method.

[0130] In one possible implementation, the processor is also used to:

[0131] In response to an attribute hiding instruction for a target control in the graphical user interface, the target attribute information of the first virtual character is switched from a displayed state to a hidden state.

[0132] In one possible implementation, the attribute hiding instruction is a drag operation that moves the target control to the location of the target attribute information of the first virtual character, or a specified trigger operation on the target control.

[0133] In one possible implementation, the processor is also used to:

[0134] If any of the hidden cancellation conditions are met, the target attribute information of the first virtual character will be switched from a hidden state to a displayed state. The hidden cancellation conditions include at least one or more of the following: the energy value of the first virtual character is not higher than a set threshold; the positional relationship between the first virtual character and the second virtual character does not meet the set detection range; a cancellation command is initiated through the target control in the graphical user interface; and the hiding time of the target attribute information of the first virtual character is not less than a set time.

[0135] Furthermore, the game information processing method provided in this application embodiment can also be implemented as a computer program product, which includes program code. The program code implements the game information processing method provided in this application embodiment when it runs on a processor.

[0136] The computer program product provided in this application embodiment can be any combination of one or more readable storage media, wherein the readable storage media can be, but is not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or any combination thereof. Specifically, more specific examples of readable storage media (a non-exhaustive list) include: electrical connections with one or more wires, portable disks, hard disks, RAM, ROM, erasable programmable read-only memory (EPROM), optical fibers, portable compact disc read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0137] The computer program product provided in this application embodiment can be a CD-ROM and include program code, and can also run on electronic devices such as local terminal devices and servers mentioned above. However, the computer program product provided in this application embodiment is not limited thereto. In this application embodiment, the readable storage medium can be any tangible medium that contains or stores program code, which can be used by or in conjunction with an instruction execution system, device, or apparatus.

[0138] It should be noted that although several units or sub-units of the device have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of this application, the features and functions of two or more units described above can be embodied in one unit. Conversely, the features and functions of one unit described above can be further divided and embodied by multiple units.

[0139] Furthermore, although the operations of the method of this application are described in a specific order in the accompanying drawings, this does not require or imply that these operations must be performed in that specific order, or that all the operations shown must be performed to achieve the desired result. Additionally or alternatively, certain steps may be omitted, multiple steps may be combined into one step, and / or one step may be broken down into multiple steps.

[0140] Although preferred embodiments of this application have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of this application.

[0141] Obviously, those skilled in the art can make various modifications and variations to the embodiments of this application without departing from the spirit and scope of the embodiments of this application. Therefore, if these modifications and variations to the embodiments of this application fall within the scope of the claims of this application and their equivalents, this application also intends to include these modifications and variations.

Claims

1. A method for information processing in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a game scene and a first virtual character and a second virtual character located in the game scene, and the information processing method in the game includes: In response to a movement control command for the first virtual character, control the first virtual character to move within the game scene; In response to the positional relationship between the first virtual character and the second virtual character satisfying a set detection range, the target attribute information of the first virtual character is switched from a displayed state to a hidden state; the target attribute information is the virtual weapon of the virtual character; If any of the hidden cancellation conditions are met, the target attribute information of the first virtual character is switched from a hidden state to a displayed state; wherein, the hidden cancellation conditions include at least one or more of the following: the energy value of the first virtual character is not higher than a set threshold, the positional relationship between the first virtual character and the second virtual character does not meet the set detection range, a cancellation command is initiated through the target control in the graphical user interface, and the hiding time of the target attribute information of the first virtual character is not less than a set time.

2. The game information processing method as described in claim 1, characterized in that, Switching the target attribute information of the first virtual character from a displayed state to a hidden state includes: Switch all first attribute information of the first virtual character from the displayed state to the hidden state; or; Switch the pre-set first attribute information in each of the first attribute information of the first virtual character from the display state to the hidden state; or; Switch the default configured first attribute information of each first attribute information of the first virtual character from the display state to the hidden state; or; The first attribute information of the first virtual character and the second attribute information of the second virtual character with the same attribute type are compared in terms of level. Based on the level comparison result, the first attribute information with the lower level among the first attribute information of the first virtual character is switched from the display state to the hidden state.

3. The game information processing method as described in claim 1, characterized in that, Switching the target attribute information of the first virtual character from a displayed state to a hidden state includes: The target attribute information of the first virtual character is pixelated. or; The target attribute information of the first virtual character is overlaid with graffiti. or; Reduce the clarity and / or brightness of the target attribute information of the first virtual character; or; The target attribute information of the first virtual character is not displayed in the game scene.

4. The game information processing method as described in claim 1, characterized in that, Switching the target attribute information of the first virtual character from a displayed state to a hidden state includes: Based on the display area of ​​the target attribute information of the first virtual character, the target hiding method is determined from different hiding methods; The target hiding method is used to switch the target attribute information of the first virtual character from a displayed state to a hidden state.

5. The game information processing method as described in claim 1, characterized in that, Also includes: In response to an attribute hiding instruction for a target control in the graphical user interface, the target attribute information of the first virtual character is switched from a displayed state to a hidden state.

6. The game information processing method as described in claim 5, characterized in that, The attribute hiding instruction is a drag operation that moves the target control to the location of the target attribute information of the first virtual character, or a specified trigger operation on the target control.

7. An information processing device for games, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a game scene and a first virtual character and a second virtual character located in the game scene, and the information processing device in the game includes: The first response unit is used to respond to a movement control command for the first virtual character and control the first virtual character to move in the game scene; The second response unit is used to respond to the positional relationship between the first virtual character and the second virtual character that meets the set detection range, and to switch the target attribute information of the first virtual character from the display state to the hidden state; the target attribute information is the virtual weapon of the virtual character; The information processing device in the game also includes: a fourth response unit, used to switch the target attribute information of the first virtual character from a hidden state to a displayed state in response to any hidden cancellation condition being met; wherein, the hidden cancellation condition includes at least one or more of the following: the energy value of the first virtual character is not higher than a set threshold, the positional relationship between the first virtual character and the second virtual character does not meet the set detection range, a cancellation command is initiated through the target control in the graphical user interface, and the hiding time of the target attribute information of the first virtual character is not less than a set time.

8. An electronic device, characterized in that, include: A memory, a processor, and a computer program stored in the memory and running on the processor, wherein the processor, when executing the computer program, implements the in-game information processing method as described in any one of claims 1-6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions that, when executed by a processor, implement the game information processing method as described in any one of claims 1-6.

Citation Information

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