A method, apparatus, device, and medium for information processing in games.

By displaying prompts indicating the attack trajectory and direction of virtual characters in the game, the problem of inconsistent controls in melee action games is solved, improving the smoothness of player actions and the overall gaming experience.

CN116712725BActive Publication Date: 2026-05-26NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-02-21
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

In melee action games, players' actions when controlling virtual characters to unleash attack moves are not smooth enough, making it easy to accidentally press the wrong button and resulting in actions that differ significantly from expectations, thus affecting the gaming experience.

Method used

The terminal device provides a graphical user interface to display the game scene and prompt the virtual character's attack trajectory and direction, including text and graphic information, to help players understand the details of the attack moves.

Benefits of technology

It improves players' operational fluency and understanding of melee action games, lowers the learning curve, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses a method, apparatus, device, and medium for information processing in games, applied in the field of game technology. Specifically, it involves responding to a second virtual character entering the attack range of a first virtual character, obtaining the first attack move currently to be executed by the first virtual character, determining the attack trajectory and attack direction of the first attack move, and displaying at least the attack trajectory and attack direction prompts on the graphical user interface. This allows players to know the attack move information of the first virtual character before attacking the second virtual character. This not only assists players in getting started and lowers the learning threshold, but also allows players to better understand the attack characteristics of the first attack move, enabling them to adjust their attack strategy in a timely manner according to the actual game situation, thereby improving the player's gaming experience.
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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] Action games are games that use "action" as their main form of expression. Based on the different main combat methods, action games can be divided into ranged shooting games, which use ranged shooting as their main combat method, and melee action games, which use physical combat and cold weapons as their main combat methods.

[0003] Compared to ranged shooting games, melee action games have more diverse combat attack methods, more varied combat moves, and more flexible offensive and defensive transitions. This not only increases the learning curve of the game, but may also lead to the player's control effect differing from their expectations, thus affecting the player's gaming experience. Summary of the Invention

[0004] This application provides a method, apparatus, device, and medium for information processing in games, to solve the problems in existing melee action games where players' operations are not smooth enough, prone to accidental touches, and the results differ significantly from expectations when controlling virtual characters to unleash attack moves. 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, displaying at least a portion of the game scene. This method includes:

[0006] In response to the second virtual character entering the attack range of the first virtual character, the system obtains the first attack move currently to be executed by the first virtual character; wherein, the first virtual character and the second virtual character are virtual characters in the game scene, and the first virtual character is a virtual character controlled through a terminal device;

[0007] Determine the attack trajectory and direction of the first attack move, and display attack prompts on the graphical user interface; wherein the attack prompts include at least the attack trajectory and attack direction prompts.

[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 displaying at least a portion of the game scene, the game information processing device comprising:

[0009] The move acquisition unit is used to respond to the second virtual character entering the attack range of the first virtual character and acquire the first attack move that the first virtual character is currently waiting to execute; wherein, the first virtual character and the second virtual character are virtual characters in the game scene, and the first virtual character is a virtual character controlled through a terminal device;

[0010] The information display unit is used to determine the attack trajectory and attack direction of the first attack move and display attack prompt information on the graphical user interface; wherein, the attack prompt information includes at least the prompt information of the attack trajectory and the prompt information of the attack direction.

[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 that, 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 provides a prompt regarding the attack trajectory and direction of the first virtual character's upcoming first attack move when a second virtual character enters the attack range of the first virtual character in a game scene. This allows players to know the attack move information of the first virtual character before attacking the second virtual character. This not only assists players in getting started and lowers the learning curve, but also allows players to better understand the combat attack characteristics of the first virtual character. As a result, players can adjust their attack strategies in a timely manner according to the actual game situation, thereby improving 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 1a This is a schematic diagram outlining the information processing method in the game as described in this application embodiment;

[0018] Figure 1b This is a schematic diagram of the interface in an embodiment of this application showing the second virtual character entering the attack range;

[0019] Figure 2a This is a schematic diagram of a text prompt interface for a rightward slash along the x-axis in an embodiment of this application;

[0020] Figure 2b This is a schematic diagram of a text prompt interface on the y-axis in an embodiment of this application;

[0021] Figure 2c This is a schematic diagram of a text prompt interface for a z-axis spike in an embodiment of this application;

[0022] Figure 2d This is a schematic diagram of another text prompt interface for a rightward slash along the x-axis in an embodiment of this application;

[0023] Figure 2e This is a schematic diagram of another text prompt interface for scooping up the y-axis in an embodiment of this application;

[0024] Figure 2f This is a schematic diagram of another text prompt interface for the z-axis spike in this embodiment of the application;

[0025] Figure 3a This is a schematic diagram of a prompt interface for a rightward slash along the x-axis in an embodiment of this application;

[0026] Figure 3b This is a schematic diagram of a prompt interface for scooping up the y-axis in an embodiment of this application;

[0027] Figure 3c This is a schematic diagram of a prompt interface for a z-axis spike in an embodiment of this application;

[0028] Figure 3d This is another illustrated prompt interface diagram of the x-axis rightward slashing action in the embodiments of this application;

[0029] Figure 3e This is another illustrated prompt interface diagram of the rightward slashing along the x-axis in the embodiments of this application;

[0030] Figure 3f This is another illustrated prompt interface diagram for scooping up the y-axis in this application embodiment;

[0031] Figure 3g This is another illustrated prompt interface diagram of the z-axis spike in the embodiments of this application;

[0032] Figure 4a This is a schematic diagram of the text prompt interface for the point of impact when the x-axis is swung to the right in an embodiment of this application;

[0033] Figure 4b This is a schematic diagram of the text prompt interface for retrieving the clicked point on the y-axis in an embodiment of this application;

[0034] Figure 4c This is a schematic diagram of the text prompt interface for the z-axis thrust impact point in an embodiment of this application;

[0035] Figure 4d This is a schematic diagram of the prompt interface for the point of impact when the x-axis is swung to the right in an embodiment of this application;

[0036] Figure 4e This is a schematic diagram of the prompt interface for retrieving the impact point on the y-axis in an embodiment of this application;

[0037] Figure 4f This is a schematic diagram of the prompt interface for the z-axis thrust point in an embodiment of this application;

[0038] Figure 5 This is a functional structure diagram of the information processing device in the game as described in this application embodiment;

[0039] Figure 6 This is a schematic diagram of the hardware structure of the electronic device in the embodiments of this application. Detailed Implementation

[0040] 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 of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0041] 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.

[0042] A virtual character is a fictional character with personalized characteristics created based on the game's storyline and gameplay. In this application, virtual characters include a first virtual character and a second virtual character. The first virtual character is a virtual character controlled by the game player through a terminal device, and the second virtual character is a virtual character in the game that is hostile to the first virtual character, such as an attacking virtual character or an NPC (Non-Player Character).

[0043] Virtual weapons are attack tools used by a first virtual character to attack a second virtual character in a game. In this application, virtual weapons are cold weapons used for melee attacks, such as bows and arrows, throwing knives, pistols, rifles, hand axes, short knives, long swords, spears, etc.

[0044] 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.

[0045] The following describes in detail the game information processing method provided in the embodiments of this application, using several specific application examples.

[0046] 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.

[0047] 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, the client device decodes and outputs the game screen.

[0048] 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.

[0049] 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 portion of 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 1a As shown, the general flow of the game information processing method provided in this application embodiment is as follows:

[0050] Step 101: In response to the second virtual character entering the attack range of the first virtual character, obtain the first attack move that the first virtual character is currently waiting to execute; wherein, the first virtual character and the second virtual character are virtual characters in the game scene, and the first virtual character is a virtual character controlled through a terminal device.

[0051] In practical applications, the attack range of the first virtual character is the area where the player's attack judgment takes effect. For example, see [link to relevant documentation]. Figure 1bAs shown, the attack range of the first virtual character can be a fan-shaped area in front of the first virtual character, centered on the first virtual character and with a radius of a set distance (e.g., 10m). When the second virtual character is located within this fan-shaped area, it can be determined that the second virtual character has entered the attack range of the first virtual character. Furthermore, during the movement of the first virtual character and / or the second virtual character, when it is determined that the second virtual character has entered the attack range of the first virtual character, in one embodiment, the player can trigger a combo by repeatedly clicking the attack key. For example, the player can trigger a combo by clicking the left mouse button five times, representing ←, →, ←, →, ↑ respectively. At this time, in response to the combo triggering operation, either the default configured counter chain or a custom counter can be used. The chain determines the first attack move to be executed by the first virtual character. For example, from the default counter-attack chain or a custom counter-attack chain, the first move is determined as the first attack move to be executed by the first virtual character. Of course, the first attack move to be executed by the first virtual character can also be determined based on the skill position. For example, using the skill positions of the first, second, and third skills as the combo release order, the move corresponding to the first skill is selected as the first attack move to be executed by the first virtual character. Among them, skills in the cooldown state cannot be used as the first attack move to be executed by the first virtual character; the skill in the cooldown state can be skipped, and the next skill move can be selected as the first attack move to be executed by the first virtual character. In another embodiment, the player can trigger a charged move by holding down an action, such as holding down the left mouse button. At this time, in response to the charge trigger action, the charged move is determined as the first attack move to be executed by the first virtual character.

[0052] Step 102: Determine the attack trajectory and attack direction of the first attack move; display attack prompt information on the graphical user interface; wherein the attack prompt information includes at least the attack trajectory prompt information and the attack direction prompt information.

[0053] In practical implementation, after determining the attack trajectory and direction of the first attack move, attack prompt information can be displayed on the graphical user interface. In one embodiment, the attack prompt information may include text prompt information, which indicates that using the first attack move will release the first attack move according to the attack trajectory and direction. For example, displaying such text prompt information on the graphical user interface... Figure 2a The "x-axis rightward slash" shown is as follows: Figure 2b The "y-axis upward scoop" shown is as follows: Figure 2c The text prompts such as "z-axis thrust" are shown. Furthermore, in this embodiment, the attack prompt information may also include first attack move identifier information and / or attacked target identifier information, for example, displayed on a graphical user interface as... Figure 2dThe description "First Strike: Slash to the right along the x-axis; Target: 2 Skeleton Soldiers" is as follows: Figure 2e The following is an example of "Next attack: y-axis upward scoop; Target: Skeleton Soldier *1". Figure 2f The text prompts displayed include "Next attack: Z-axis thrust; Target: Skeleton soldier *1".

[0054] In another embodiment, the attack notification information may include illustrative notification information, which is used to display the attack trajectory and direction of the first attack move as it is about to strike the second virtual character; wherein, the illustrative notification information may be a dynamic illustration, such as an animated attack effect of the first attack move; the illustrative notification information may also be a static illustration, such as a time-varying image. Figure 3a The "x-axis rightward slash" shown is as follows: Figure 3b The "y-axis upward scoop" shown is as follows: Figure 3c The illustrated prompts include "z-axis thrust" and similar symbols. It's worth noting that due to the different relative positions of the first and second virtual characters, the attack trajectory and direction of the first attack may slightly differ. To make the illustrated prompts more vivid and intuitive, the attack trajectory and direction of the first attack can be determined based on the relative positions of the first and second virtual characters (including relative angle and relative distance), and then displayed on the second virtual character as illustrated prompts. For example, displaying such prompts on the graphical user interface... Figure 3d The illustrated prompts such as "x-axis rightward slash" are shown in the image. Figure 3d In this embodiment, the graphic prompts for the two second virtual characters differ slightly due to their relative positions to the first virtual character, thus making the graphic prompts more vivid and engaging. Furthermore, in this embodiment, the attack prompt information may also include first attack move identifier information and / or attacked target identifier information, for example, displayed on the graphical user interface as... Figure 3e The description "First Strike: Slash to the right along the x-axis; Target: 2 Skeleton Soldiers" is as follows: Figure 3f The following is an example of "Next attack: y-axis upward scoop; Target: Skeleton Soldier *1". Figure 3g The displayed information includes visual prompts such as "Next attack: Z-axis thrust; Target: Skeleton soldier *1".

[0055] Furthermore, in this embodiment, besides displaying the attack trajectory and direction prompts of the first attack move on the graphical user interface, the hit point of the first attack move on the second virtual character can be determined based on the attack trajectory and direction, and the hit point prompt information can be added to the attack prompt information. Therefore, when displaying the attack prompt information on the graphical user interface, the hit point prompt information can also be displayed at the associated location of the hit point on the second virtual character. In one embodiment, the hit point prompt information includes text prompt information, which indicates that using the first attack move will cause damage to the hit point location on the second virtual character. For example, displaying on the graphical user interface... Figure 4a The description shows: "First Strike: Slash to the right along the x-axis; Target: 1 Skeleton Soldier; Hit Point: Waist; Damage: 20 Energy Points". Figure 4b The following is an example of the attack pattern: "Next attack: Upward y-axis; Target: Skeleton Soldier *1; Hit point: Waist; Damage: 30 Energy Points". Figure 4c The text prompts displayed include "Next Strike: Z-axis Thrust; Target: Skeleton Soldier *1; Hit Point: Waist; Damage: 40 Energy Points." In another embodiment, the hit point prompt may also include an icon indicating that the first attack will inflict damage on the hit point on the second virtual character, and that the attack trajectory passes through the hit point. For example, this could be displayed on a graphical user interface. Figure 4d The description shows: "First Strike: Slash to the right along the x-axis; Target: 1 Skeleton Soldier; Hit Point: Waist; Damage: 20 Energy Points". Figure 4e The following is an example of the attack pattern: "Next attack: Upward y-axis; Target: Skeleton Soldier *1; Hit point: Waist; Damage: 30 Energy Points". Figure 4f The displayed information includes visual prompts such as "Next attack: Z-axis thrust; Target: Skeleton Soldier *1; Hit point: Waist; Damage: 40 Energy Points".

[0056] Of course, in this embodiment of the application, when displaying attack prompt information on the graphical user interface, the attack prompt information can also be played by voice. For example, when displaying an attack prompt message "First Strike: Rightward slash along the x-axis; Target: Skeletons *2; Hit Point: Waist; Damage: 20" on the graphical user interface, the attack prompt information "First Strike: Rightward slash along the x-axis; Target: Skeletons *2; Hit Point: Waist; Damage: 20" can also be played by voice in sync. As another example, when displaying an attack prompt message "Next Strike: Z-axis thrust; Target: Skeleton *1; Hit Point: Waist; Damage: 40" on the graphical user interface, the attack prompt information "Next Strike: Z-axis thrust; Target: Skeleton *1; Hit Point: Waist; Damage: 40" can also be played by voice in sync. For example, when displaying an attack prompt message such as "Next attack: y-axis upward scoop; target: skeleton soldier *1; hit point: waist; damage value: 30" on the graphical user interface, the same attack prompt message can also be played synchronously via voice.

[0057] Furthermore, after displaying attack prompts on the graphical user interface, players can determine whether to release the first attack move or adjust their positioning based on the prompts. In one embodiment, if the player determines to release the first attack move based on the prompts, the system responds to the release operation for the first attack move, controlling the first virtual character to execute the first attack move. Further, if the second virtual character enters the attack range of the first virtual character, the system obtains the second attack move according to a preset counter-strategy chain, and uses the second attack move as the attack move currently to be executed by the first virtual character. The second attack move is the next attack move adjacent to the first attack move in the counter-strategy chain. For example, if the first attack move is the first move in the default configured counter-strategy chain or a custom counter-strategy chain, the second attack move can be the second move in the default configured counter-strategy chain or a custom counter-strategy chain. Similarly, when using the skill positions of the first, second, and third skills as the combo release order, if the first attack move is the move corresponding to the first skill, the second attack move can be the move corresponding to the second skill.

[0058] In another embodiment, if the player determines that the movement of the first virtual character needs to be adjusted based on the attack prompt information, then a movement control command for the first virtual character is responded to, controlling the first virtual character to move in the game scene, and the attack range of the first virtual character's current position is redefined. Furthermore, in response to the second virtual character entering the attack range of the first virtual character's current position, the current attack trajectory and attack direction of the first attack move are determined, and the updated attack prompt information obtained based on the current attack trajectory and attack direction of the first attack move is displayed on the graphical user interface. This realizes movement adjustment based on attack prompt information, which can further assist players in getting started and improve the player's gaming experience.

[0059] Based on the above embodiments, 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 portion of the game scene. (See reference...) Figure 5 As shown, the game information processing device 500 provided in this application embodiment includes at least:

[0060] The move acquisition unit 501 is used to respond to the second virtual character entering the attack range of the first virtual character and acquire the first attack move that the first virtual character is currently waiting to execute; wherein, the first virtual character and the second virtual character are virtual characters in the game scene, and the first virtual character is a virtual character controlled by a terminal device;

[0061] The information display unit 502 is used to determine the attack trajectory and attack direction of the first attack move; and to display attack prompt information on the graphical user interface; wherein the attack prompt information includes at least prompt information on the attack trajectory and prompt information on the attack direction.

[0062] In one possible implementation, the information display unit 502 is further configured to:

[0063] Based on the attack trajectory and direction, determine the point of impact of the first attack on the second virtual character;

[0064] Add the hit point information to the attack notification information.

[0065] In one possible implementation, the game information processing device 500 provided in this application embodiment further includes:

[0066] The move execution unit 503 is used to respond to the release operation of the first attack move and control the first virtual character to execute the first attack move.

[0067] In one possible implementation, the game information processing device 500 provided in this application embodiment further includes:

[0068] The movement response unit 504 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;

[0069] The information update unit 505 is used to determine the attack range of the current position of the first virtual character; in response to the second virtual character entering the attack range of the current position of the first virtual character, determine the current attack trajectory and attack direction of the first attack move; and display the updated attack prompt information on the graphical user interface; wherein the updated attack prompt information is obtained based on the current attack trajectory and attack direction of the first attack move.

[0070] In one possible implementation, the game information processing device 500 provided in this application embodiment further includes:

[0071] The move update unit 506 is used to respond to the second virtual character entering the attack range of the first virtual character, obtain the second attack move according to the preset countermeasure chain, and use the second attack move as the attack move to be executed by the first virtual character; wherein, the second attack move is the next attack move adjacent to the first attack move in the countermeasure chain.

[0072] In one possible implementation, when displaying attack notification information on the graphical user interface, the information display unit 502 is specifically used for:

[0073] Display the hit point information at the associated location on the second virtual character.

[0074] In one possible implementation, the attack trajectory passes through the point of impact.

[0075] In one possible implementation, the hit point notification includes a text notification indicating that using the first attack move will cause damage to the hit point location on the second virtual character.

[0076] In one possible implementation, the attack prompt information includes text prompt information, which indicates that using the first attack move will release the first attack move according to the attack trajectory and attack direction.

[0077] In one possible implementation, the attack notification information may also include first attack technique identification information and / or target identification information.

[0078] In one possible implementation, the game information processing device 500 provided in this application embodiment further includes:

[0079] The voice prompt unit 507 is used to play attack prompt information via voice.

[0080] It should be noted that the principle of the game information processing device 500 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 500 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.

[0081] 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.

[0082] See Figure 6 As shown, the electronic device 600 provided in this application embodiment includes at least a processor 601, a memory 602, and a computer program stored in the memory 602 and executable on the processor 601. When the processor 601 executes the computer program, it implements the game information processing method provided in this application embodiment. For example, when the processor 601 executes the computer program, it can implement the following steps:

[0083] In response to the second virtual character entering the attack range of the first virtual character, the system obtains the first attack move currently to be executed by the first virtual character; wherein, the first virtual character and the second virtual character are virtual characters in the game scene, and the first virtual character is a virtual character controlled through a terminal device;

[0084] Determine the attack trajectory and direction of the first attack move; display attack prompts on the graphical user interface; wherein the attack prompts include at least the attack trajectory and attack direction prompts.

[0085] In one possible implementation, the processor 601 may also perform the following steps when executing a computer program:

[0086] Based on the attack trajectory and direction, determine the point of impact of the first attack on the second virtual character;

[0087] Add the hit point information to the attack notification information.

[0088] In one possible implementation, the processor 601 may also perform the following steps when executing a computer program:

[0089] In response to the release of the first attack move, control the first virtual character to execute the first attack move.

[0090] In one possible implementation, the processor 601 may also perform the following steps when executing a computer program:

[0091] Responding to movement control commands for the first virtual character, control the first virtual character to move within the game scene;

[0092] Determine the attack range of the first virtual character's current location;

[0093] In response to the second virtual character entering the attack range of the first virtual character's current location, determine the current attack trajectory and direction of the first attack move;

[0094] The updated attack prompt information is displayed on the graphical user interface; the updated attack prompt information is obtained based on the current attack trajectory and attack direction of the first attack move.

[0095] In one possible implementation, the processor 601 may also perform the following steps when executing a computer program:

[0096] In response to the second virtual character entering the attack range of the first virtual character, a second attack move is obtained according to the preset countermeasure chain, and the second attack move is used as the attack move to be executed by the first virtual character; wherein, the second attack move is the next attack move adjacent to the first attack move in the countermeasure chain.

[0097] In one possible implementation, the processor 601 may specifically perform the following steps when executing a computer program:

[0098] Display the hit point information at the associated location on the second virtual character.

[0099] In one possible implementation, the attack trajectory passes through the point of impact.

[0100] In one possible implementation, the hit point notification includes a text notification indicating that using the first attack move will cause damage to the hit point location on the second virtual character.

[0101] In one possible implementation, the attack prompt information includes text prompt information, which indicates that using the first attack move will release the first attack move according to the attack trajectory and attack direction.

[0102] In one possible implementation, the attack notification information may also include first attack technique identification information and / or target identification information.

[0103] In one possible implementation, the processor 601 may also perform the following steps when executing a computer program:

[0104] The system will play an audio message indicating an attack.

[0105] In one possible implementation, the electronic device 600 may further include a bus 603 connecting different components (including processor 601 and memory 602). The bus 603 represents one or more types of bus structures, including memory bus, peripheral bus, local area bus, etc.

[0106] In one possible implementation, memory 602 may include a readable medium in the form of volatile memory, such as RAM (Random Access Memory) 6021 and / or cache memory 6022, and may further include ROM (Read Only Memory) 6023. Memory 602 may also include a program tool 6025 having a set (at least one) of program modules 6024, 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.

[0107] In one possible implementation, the electronic device 600 can also communicate with one or more external devices 604 (e.g., keyboard, remote control, etc.), and with one or more devices that enable a user to interact with the electronic device 600 (e.g., mobile phone, computer, etc.), and / or with any device that enables the electronic device 600 to communicate with one or more other electronic devices 600 (e.g., router, modem, etc.). This communication can be performed via I / O (Input / Output) interface 605. Furthermore, the electronic device 600 can also communicate with one or more networks (e.g., LAN (Local Area Network), WAN (Wide Area Network), and / or public networks, such as the Internet) via network adapter 606. Figure 6 As shown, network adapter 606 communicates with other modules of electronic device 600 via bus 603. It should be understood that, although... Figure 6 As not shown in the diagram, other hardware and / or software modules may be used in conjunction with the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) subsystems, tape drives, and data backup storage subsystems.

[0108] It should be noted that, Figure 6 The electronic device 600 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0109] 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, which, when executed by a processor, implement the game information processing method provided in the embodiments of this application. For example, when the computer instructions are executed by a processor, they can implement the following steps:

[0110] In response to the second virtual character entering the attack range of the first virtual character, the system obtains the first attack move currently to be executed by the first virtual character; wherein, the first virtual character and the second virtual character are virtual characters in the game scene, and the first virtual character is a virtual character controlled through a terminal device;

[0111] Determine the attack trajectory and direction of the first attack move; display attack prompts on the graphical user interface; wherein the attack prompts include at least the attack trajectory and attack direction prompts.

[0112] In one possible implementation, the computer instructions, when executed by the processor, may also perform the following steps:

[0113] Based on the attack trajectory and direction, determine the point of impact of the first attack on the second virtual character;

[0114] Add the hit point information to the attack notification information.

[0115] In one possible implementation, the computer instructions, when executed by the processor, may also perform the following steps:

[0116] In response to the release of the first attack move, control the first virtual character to execute the first attack move.

[0117] In one possible implementation, the computer instructions, when executed by the processor, may also perform the following steps:

[0118] Responding to movement control commands for the first virtual character, control the first virtual character to move within the game scene;

[0119] Determine the attack range of the first virtual character's current location;

[0120] In response to the second virtual character entering the attack range of the first virtual character's current location, determine the current attack trajectory and direction of the first attack move;

[0121] The updated attack prompt information is displayed on the graphical user interface; the updated attack prompt information is obtained based on the current attack trajectory and attack direction of the first attack move.

[0122] In one possible implementation, the computer instructions, when executed by the processor, may also perform the following steps:

[0123] In response to the second virtual character entering the attack range of the first virtual character, a second attack move is obtained according to the preset countermeasure chain, and the second attack move is used as the attack move to be executed by the first virtual character; wherein, the second attack move is the next attack move adjacent to the first attack move in the countermeasure chain.

[0124] In one possible implementation, the computer instruction, when executed by the processor, can specifically perform the following steps:

[0125] Display the hit point information at the associated location on the second virtual character.

[0126] In one possible implementation, the attack trajectory passes through the point of impact.

[0127] In one possible implementation, the hit point notification includes a text notification indicating that using the first attack move will cause damage to the hit point location on the second virtual character.

[0128] In one possible implementation, the attack prompt information includes text prompt information, which indicates that using the first attack move will release the first attack move according to the attack trajectory and attack direction.

[0129] In one possible implementation, the attack notification information may also include first attack technique identification information and / or target identification information.

[0130] In one possible implementation, the computer instructions, when executed by the processor, may also perform the following steps:

[0131] The system will play an audio message indicating an attack.

[0132] 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.

[0133] 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, EPROM (Erasable Programmable Read Only Memory), optical fibers, CD-ROM (Compact Disc Read-Only Memory), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0134] 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.

[0135] 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.

[0136] 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.

[0137] 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.

[0138] 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 game information processing method characterized by comprising: A graphical user interface is provided through a terminal device, on which at least a portion of the game scene is displayed; The information processing methods in the game include: In response to the second virtual character entering the attack range of the first virtual character, the system obtains the first attack move currently to be executed by the first virtual character; wherein, the first virtual character and the second virtual character are virtual characters in the game scene, and the first virtual character is a virtual character controlled through the terminal device; Determine the attack trajectory and direction of the first attack move; The attack notification information is displayed on the graphical user interface; wherein the attack notification information includes at least the notification information of the attack trajectory and the notification information of the attack direction; In response to the release operation of the first attack move, control the first virtual character to execute the first attack move; In response to the second virtual character entering the attack range of the first virtual character, a second attack move is obtained according to a preset countermeasure chain, and the second attack move is used as the attack move to be executed by the first virtual character; wherein, the second attack move is the next attack move adjacent to the first attack move in the countermeasure chain.

2. The information processing method in a game according to Claim 1, characterized by, Also includes: Based on the attack trajectory and the attack direction, the point of impact of the first attack move on the second virtual character is determined; Add the notification information of the hit point to the attack notification information.

3. The information processing method in a game according to Claim 1, characterized by, After displaying the attack notification information on the graphical user interface, the method further includes: In response to a movement control command for the first virtual character, control the first virtual character to move within the game scene; Determine the attack range of the current location of the first virtual character; In response to the second virtual character entering the attack range of the first virtual character's current location, determine the current attack trajectory and attack direction of the first attack move; The updated attack prompt information is displayed on the graphical user interface; wherein the updated attack prompt information is obtained based on the current attack trajectory and attack direction of the first attack move.

4. The information processing method in a game according to Claim 2, characterized by, The attack warning information is displayed on the graphical user interface, including: The prompt information of the hit point is displayed at the associated location of the hit point on the second virtual character.

5. The information processing method in a game according to Claim 2, characterized by, The attack trajectory passes through the point of impact.

6. The game information processing method according to claim 2, characterized in that, The notification information for the hit point includes text notification information, which indicates that using the first attack move will cause damage to the hit point location on the second virtual character.

7. The game information processing method according to claim 1, characterized in that, The attack notification information includes text notification information, which is used to indicate that using the first attack move will release the first attack move according to the attack trajectory and the attack direction.

8. The game information processing method according to claim 1, characterized in that, The attack notification information also includes the identification information of the first attack move and / or the identification information of the attacked object.

9. The game information processing method according to claim 1, characterized in that, When displaying attack notification information on the graphical user interface, the following is also included: The attack warning message was played aloud.

10. An information processing device for games, characterized in that, A graphical user interface is provided through a terminal device, on which at least a portion of the game scene is displayed; The information processing device in the game includes: The move acquisition unit is used to respond to the second virtual character entering the attack range of the first virtual character and acquire the first attack move that the first virtual character is currently waiting to execute; wherein, the first virtual character and the second virtual character are virtual characters in the game scene, and the first virtual character is a virtual character controlled by the terminal device; An information display unit is used to determine the attack trajectory and attack direction of the first attack move; and to display attack prompt information on the graphical user interface; wherein the attack prompt information includes at least prompt information for the attack trajectory and prompt information for the attack direction; The move execution unit is used to respond to the release operation of the first attack move and control the first virtual character to execute the first attack move; The move update unit is used to respond to the second virtual character entering the attack range of the first virtual character, obtain the second attack move according to the preset countermeasure chain, and use the second attack move as the attack move to be executed by the first virtual character; wherein, the second attack move is the next attack move adjacent to the first attack move in the countermeasure chain.

11. An electronic device, characterized in that, include: A memory, a processor, and a computer program stored in the memory and executable 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 1-9.

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