Game information processing method and device, electronic equipment and storage medium

CN116999836BActive Publication Date: 2026-11-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210475819.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-29
Publication Date
2026-11-03
Estimated Expiration
2042-04-29

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Abstract

The application provides a game information processing method and device, electronic equipment and storage medium, and relates to the technical field of games. The method can display a graphical user interface through a terminal device, and at least part of a game scene is displayed on the graphical user interface. The game scene includes a target virtual character, and the target virtual character is equipped with at least one virtual flying prop. The method can include: in response to a first control operation on a first virtual flying prop, pre-displaying a first effective force point position corresponding to the first control operation on the graphical user interface; and in response to a second control operation on the first virtual flying prop, controlling the first virtual flying prop to fly to the first effective force point position. The method realizes that the effective force point position can be quickly determined for a player during the use of the virtual flying prop, the player does not need to select multiple times to determine the effective force point position, and the interactive efficiency of the player can be improved.
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Description

Technical Field

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

[0002] With the widespread use of internet technology and mobile devices, the development of games has entered a new era, giving rise to a wide variety of games. These include first-person shooter (FPS) games and third-person shooter (TPS) games. In some combat games, ziplines are often provided to facilitate players' long-distance, rapid movement.

[0003] Currently, when using the zipline tool for movement, players need to manually select a suitable point in the game scene to make the zipline attach.

[0004] It can be seen that the existing method of using zipline props to select points is relatively simple and often results in invalid point selection. Therefore, the existing game interaction method has the problem of low interaction efficiency. Summary of the Invention

[0005] The purpose of this application is to address the shortcomings of the prior art by providing a method, apparatus, electronic device, and storage medium for information processing in games, which can improve the efficiency of game interaction.

[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:

[0007] In a first aspect, the present invention provides a method for information processing in a game, wherein a graphical user interface is displayed on a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a target virtual character, the target virtual character being equipped with at least one virtual flight prop, the method comprising:

[0008] In response to a first control operation on a first virtual flight prop, the position of a first effective point of force corresponding to the first control operation is pre-displayed on the graphical user interface;

[0009] In response to a second control operation on the first virtual flight prop, the first virtual flight prop is controlled to fly to the position of the first effective point of contact.

[0010] In an optional implementation, the step of controlling the first virtual flying prop to fly to the first effective point of leverage position in response to a second control operation on the first virtual flying prop includes:

[0011] In response to a second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the first effective point of leverage position, and the target virtual character is controlled to move to the first effective point of leverage position.

[0012] In an optional implementation, the step of pre-displaying the position of the first effective force point corresponding to the first control operation on the graphical user interface in response to the first control operation on the first virtual flight prop includes:

[0013] In response to a first control operation on the first virtual flying prop, an indicator corresponding to the first virtual flying prop and the position of a first effective point of force corresponding to the first control operation are pre-displayed on the graphical user interface. The indicator is used to indicate the direction to the player.

[0014] In an optional implementation, the game scene further includes at least one other virtual character, and the indicator includes: an indicator range indicator and a crosshair indicator located at the center of the indicator range indicator;

[0015] The first effective point of force corresponding to the first control operation includes at least one of the following:

[0016] The location of the effective point of force closest to the crosshair marker, the location of other virtual characters closest to the target virtual character within the indicated range marker, the location of the enemy virtual character with the least remaining health within the indicated range marker, and the location of the enemy virtual character attacked by a teammate virtual character within the indicated range marker.

[0017] In an optional implementation, if the first effective point of force position corresponding to the first control operation includes the effective point of force position closest to the crosshair mark, and there are multiple effective point of force positions closest to the crosshair mark, then any one of the multiple effective point of force positions is selected as the first effective point of force position.

[0018] In an optional implementation, if the positional difference between the first effective point of leverage and the position of the first enemy virtual character among the other virtual characters meets a first preset requirement, the step of controlling the first virtual flying prop to fly to the first effective point of leverage in response to the second control operation on the first virtual flying prop includes:

[0019] In response to a second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the first effective point of contact, and the first enemy virtual character is controlled to perform a preset action, the preset action including at least one of the following: freezing for a preset duration, reducing a preset amount of health.

[0020] In an optional implementation, the reticle marker coincides with the center of the graphical user interface. If the positional difference between the first effective point of leverage and the position of the second virtual character among the other virtual characters meets a second preset requirement, the step of controlling the first virtual flying prop to fly to the first effective point of leverage in response to the second control operation on the first virtual flying prop includes:

[0021] In response to a second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the first effective point of leverage, and the position of the second virtual character is locked with the center position of the graphical user interface for a preset time, so that the graphical user interface is updated in real time when the second virtual character moves within the preset time.

[0022] In an optional implementation, the target virtual character is equipped with multiple virtual flight props, and the method further includes:

[0023] In response to a third control operation on a second virtual flight prop among a plurality of virtual flight props, an indicator corresponding to the second virtual flight prop and the position of a second effective point of force corresponding to the third control operation are pre-displayed on the graphical user interface.

[0024] In response to a fourth control operation on the second virtual flying prop, the second virtual flying prop is controlled to fly to the second effective point of leverage position, and the target virtual character is controlled to move to the second effective point of leverage position.

[0025] In an optional implementation, the method further includes:

[0026] In response to the setting trigger operation of the first virtual flying prop, the setting interface of the first virtual flying prop is displayed;

[0027] In response to the flight settings operation of the first virtual flight prop in the settings interface of the first virtual flight prop, the position of the first effective force point corresponding to the first control operation is set.

[0028] In an optional implementation, the step of pre-displaying, on the graphical user interface, an indicator corresponding to the first virtual flying prop and the position of the first effective point of force corresponding to the first control operation, in response to a first control operation on the first virtual flying prop, includes:

[0029] In response to a first control operation on the first virtual flying prop, an indicator corresponding to the first virtual flying prop and the initial effective point of force corresponding to the first control operation are pre-displayed at the initial position of the current game scene on the graphical user interface.

[0030] In response to a drag operation on the current game scene in the graphical user interface, an indicator corresponding to the first virtual flying prop and the position of the first effective point of force corresponding to the first control operation are displayed in the moved game scene.

[0031] Secondly, the present invention provides a game information processing device that displays a graphical user interface via a terminal device. The graphical user interface displays at least a portion of a game scene, the game scene including a target virtual character equipped with at least one virtual flight prop. The device includes:

[0032] The display module is configured to, in response to a first control operation on a first virtual flight prop, pre-display the position of a first effective point of force corresponding to the first control operation on the graphical user interface;

[0033] The control module is used to respond to a second control operation on the first virtual flying prop and control the first virtual flying prop to fly to the position of the first effective point of contact.

[0034] In an optional implementation, the control module is specifically configured to respond to a second control operation on the first virtual flying prop, control the first virtual flying prop to fly to the first effective point of leverage position, and control the target virtual character to move to the first effective point of leverage position.

[0035] In an optional implementation, the control module is specifically configured to, in response to a first control operation on the first virtual flying prop, pre-display on the graphical user interface an indicator corresponding to the first virtual flying prop and a first effective point of force corresponding to the first control operation, the indicator being used to indicate the direction to the player.

[0036] In an optional implementation, the game scene further includes at least one other virtual character, and the indicator includes: an indicator range indicator and a crosshair indicator located at the center of the indicator range indicator;

[0037] The first effective point of force corresponding to the first control operation includes at least one of the following:

[0038] The location of the effective point of force closest to the crosshair marker, the location of other virtual characters closest to the target virtual character within the indicated range marker, the location of the enemy virtual character with the least remaining health within the indicated range marker, and the location of the enemy virtual character attacked by a teammate virtual character within the indicated range marker.

[0039] In an optional implementation, if the first effective point of force position corresponding to the first control operation includes the effective point of force position closest to the crosshair mark, and there are multiple effective point of force positions closest to the crosshair mark, then any one of the multiple effective point of force positions is selected as the first effective point of force position.

[0040] In an optional implementation, if it is determined that the position difference between the first effective point of leverage and the position of the first enemy virtual character among the other virtual characters meets the first preset requirement, the control module is specifically used to respond to the second control operation on the first virtual flying prop, control the first virtual flying prop to fly to the first effective point of leverage, and control the first enemy virtual character to perform a preset action, the preset action including at least one of the following: freezing for a preset duration, reducing a preset amount of health.

[0041] In an optional implementation, the reticle marker coincides with the center of the graphical user interface. If the position difference between the first effective point of leverage and the position of the second virtual character among the other virtual characters meets the second preset requirement, the control module is specifically used to respond to the second control operation on the first virtual flying prop, control the first virtual flying prop to fly to the first effective point of leverage, and lock the position of the second virtual character and the center position of the graphical user interface for a preset time, so that the graphical user interface is updated in real time when the second virtual character moves within the preset time.

[0042] In an optional implementation, the target virtual character is equipped with multiple virtual flight props, and the control module is further configured to respond to a third control operation on a second virtual flight prop among the multiple virtual flight props, and to pre-display on the graphical user interface the indicator corresponding to the second virtual flight prop, as well as the position of the second effective point of force corresponding to the third control operation;

[0043] In response to a fourth control operation on the second virtual flying prop, the second virtual flying prop is controlled to fly to the second effective point of leverage position, and the target virtual character is controlled to move to the second effective point of leverage position.

[0044] In an optional embodiment, the device further includes: a setting module, configured to display the setting interface of the first virtual flying prop in response to a setting trigger operation of the first virtual flying prop;

[0045] In response to the flight settings operation of the first virtual flight prop in the settings interface of the first virtual flight prop, the position of the first effective force point corresponding to the first control operation is set.

[0046] In an optional implementation, the control module is specifically used to, in response to a first control operation on the first virtual flying prop, pre-display on the graphical user interface the indicator corresponding to the first virtual flying prop and the initial effective point of force corresponding to the first control operation at the initial position of the current game scene.

[0047] In response to a drag operation on the current game scene in the graphical user interface, an indicator corresponding to the first virtual flying prop and the position of the first effective point of force corresponding to the first control operation are displayed in the moved game scene.

[0048] Thirdly, the present invention provides an electronic device, comprising: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described in any of the foregoing embodiments.

[0049] Fourthly, the present invention provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method in a game as described in any of the foregoing embodiments.

[0050] The beneficial effects of this application are:

[0051] This application provides a method, apparatus, electronic device, and storage medium for information processing in games. A graphical user interface (GUI) is displayed on a terminal device, showing at least a portion of a game scene. The game scene includes a target virtual character equipped with at least one virtual flying prop. The method may include: in response to a first control operation on the first virtual flying prop, pre-displaying the position of a first effective point of contact corresponding to the first control operation on the GUI; and in response to a second control operation on the first virtual flying prop, controlling the first virtual flying prop to fly to the first effective point of contact. This allows players to quickly determine the effective point of contact during the use of the virtual flying prop, eliminating the need for multiple selections and improving player interaction efficiency. Attached Figure Description

[0052] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0053] Figure 1 A cloud interaction system architecture diagram provided for an embodiment of this application;

[0054] Figure 2 A flowchart illustrating a game information processing method provided in an embodiment of this application;

[0055] Figure 3 A flowchart illustrating another in-game information processing method provided in this application embodiment;

[0056] Figure 4 A graphical user interface diagram provided for an embodiment of this application;

[0057] Figure 5 Another graphical user interface diagram provided for an embodiment of this application;

[0058] Figure 6 A flowchart illustrating another information processing method in a game provided in this application embodiment;

[0059] Figure 7 This is another graphical user interface diagram provided in the embodiments of this application;

[0060] Figure 8 A flowchart illustrating another in-game information processing method provided in this application embodiment;

[0061] Figure 9 A flowchart illustrating another information processing method in a game provided in this application embodiment;

[0062] Figure 10 A schematic diagram of the functional modules of a game information processing device provided in this application embodiment;

[0063] Figure 11 This is a schematic diagram of an electronic device structure provided in an embodiment of this application. Detailed Implementation

[0064] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0065] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0066] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0067] When using the zipline tool to select a point, players need to manually adjust it multiple times to find a suitable point of contact, resulting in low game interaction efficiency.

[0068] In view of this, this application provides an information processing method for games. By applying this method, effective focus points can be pre-displayed in the graphical user interface, avoiding multiple selections by the player and effectively improving the player's interaction efficiency.

[0069] In one embodiment of this application, the game information processing method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game information processing method runs on a server, it can be implemented and executed based on a cloud interaction system, which can include a server and client devices.

[0070] Figure 1 A cloud interaction system architecture diagram is provided for embodiments of this application, such as... Figure 1 As shown, the system may include: a client device 10 and a server 20, wherein the client device 10 can be connected to the server 20 via a network 30.

[0071] In an optional 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 operation mode, the game program and the game screen presentation are separated. The storage and execution of the game character's transmission method are completed on the cloud gaming server. The client device 10 is used for receiving and sending data and presenting the game screen. For example, the client device 10 can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device 10 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 10 through the network, and finally, the client device 10 decodes and outputs the game screen.

[0072] In an alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0073] Figure 2 This is a flowchart illustrating a game information processing method provided in an embodiment of this application. The execution entity of this method can be the aforementioned server or terminal device. The method can display a graphical user interface (GUI) on the terminal device. The GUI displays at least a portion of the game scene, which includes a target virtual character equipped with at least one virtual flight item. The target virtual character is a virtual character controlled by the player. Figure 2 As shown, the above method may include:

[0074] S101, in response to a first control operation on a first virtual flight prop, the position of the first effective point of force corresponding to the first control operation is pre-displayed on the graphical user interface.

[0075] Optionally, the first virtual flight prop may include, but is not limited to, ziplines, climbing claws, etc., which can assist the virtual character in moving quickly within the game scene by applying pressure to them. The first control operation can be generated by interacting with the control controls of the first virtual flight prop via touchscreen using methods such as clicking, long-pressing, swiping, dragging, and pulling. In response to the first control operation, the position of the first effective point of application corresponding to the first control operation can be pre-displayed on the graphical user interface.

[0076] In some embodiments, the step of pre-displaying the position of the first effective force point corresponding to the first control operation on the graphical user interface may include: determining a crosshair position based on the first control operation, determining the position of the first effective force point corresponding to the first control operation based on the crosshair position, and pre-displaying the position of the first effective force point on the graphical user interface. Specifically, when determining the position of the first effective force point corresponding to the first control operation based on the crosshair position, it can be determined based on the pre-configured effective force point positions in the game scene and the distances between the crosshair position and each effective force point position. Optionally, specifically, the position of the effective force point closest to the crosshair position can be determined as the first effective force point position; however, the specific determination method is not limited to this.

[0077] In some embodiments, the first effective point of application can be determined by combining the types of each effective point of application, the distance between the crosshair position and each effective point of application, the type corresponding to each effective point of application, and the point of application type selection rules. It is understood that the determined first effective point of application position is not only close to the crosshair position but also conforms to the point of application type selection rules. The point of application type selection rules indicate the probability that different types of effective points will be selected as the first effective point of application. Optionally, the point of application type selection rules may include: the priority of tree branch points is higher than the priority of wall and ground points of application; the higher the priority of a point of application type, the higher the probability of it being selected as the first effective point of application. Optionally, the priority of different point of application types can be set according to the actual game scenario. For example, by setting the priority of tree branch points higher than that of wall and ground points of application, it is easier for the target virtual character to hide. Of course, the method of setting the point of application type selection rules is not limited to this.

[0078] In addition, in some embodiments, if there are other virtual characters near the crosshair position, the first effective point of force can be determined according to the distance between the other virtual characters and the target virtual character. For example, the virtual character closest to the target virtual character can be determined as the first effective point of force. Of course, the method of determining the first effective point of force is not limited to the above.

[0079] Optionally, the aforementioned crosshair position can be a single point or a region; no limitation is made here. In some embodiments, when configuring effective leverage points in the game scene, the ground, walls, branches, etc., in the game scene can be configured as effective leverage points, while grass, rivers, leaves, etc., in the game scene can be configured as invalid leverage points. Of course, the specific configuration method is not limited to this.

[0080] In this process, it can be seen that this application can quickly determine the position of the first effective point of contact for the player. Compared with the existing technology, the player does not need to select and determine the position of the effective point of contact multiple times, which can improve the player's interaction efficiency.

[0081] S102, in response to a second control operation on the first virtual flight prop, control the first virtual flight prop to fly to the position of the first effective point of contact.

[0082] The generation process of the second control operation can be referred to the generation process of the first control operation described above, and will not be repeated here. It is understood that, in order to allow players to distinguish between the selection process of the effective point of contact and the flight control process of the first virtual flight prop, the first and second control operations can be pre-configured to be different. Optionally, the first control operation can be a click operation based on the touch screen, and the second control operation can be a long press operation based on the touch screen. Of course, the specific settings are not limited to this, and players can also set them according to their own interaction habits.

[0083] Of course, this application does not limit the impact of controlling the first virtual flying prop to fly to the first effective point of leverage on the game scene around the first effective point of leverage. For example, if there are other virtual characters (e.g., enemies) in the game scene with the first effective point of leverage as the center and a preset radius as the threshold, then controlling the first virtual flying prop to fly to the first effective point of leverage can attack other virtual characters within the preset radius to a certain extent. Optionally, the damage caused to other virtual characters by the attack can include, but is not limited to: freezing for a preset duration, losing health, etc., which are not limited here.

[0084] In summary, this application provides an information processing method for games, which displays a graphical user interface on a terminal device. The graphical user interface displays at least a portion of the game scene, which includes a target virtual character equipped with at least one virtual flying prop. The method may include: in response to a first control operation on the first virtual flying prop, pre-displaying the position of a first effective point of leverage corresponding to the first control operation on the graphical user interface; and in response to a second control operation on the first virtual flying prop, controlling the first virtual flying prop to fly to the first effective point of leverage position. This enables players to quickly determine the effective point of leverage position during the use of the virtual flying prop, eliminating the need for multiple selections by the player and improving player interaction efficiency.

[0085] Optionally, the step of controlling the first virtual flight prop to fly to the first effective point of leverage position in response to the second control operation on the first virtual flight prop may include:

[0086] In response to a second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the first effective point of leverage position, and the target virtual character is controlled to move to the first effective point of leverage position.

[0087] In some embodiments, considering the need for rapid player movement in game scenarios, the virtual flight props described in this application can be used. Optionally, when controlling the first virtual flight prop to fly to the first effective point of leverage, the target virtual character can also be controlled to move to the first effective point of leverage. Of course, this application does not limit the order of control; it is possible to control the first virtual flight prop to fly to the first effective point of leverage while simultaneously controlling the first virtual flight prop to move the target virtual character to the first effective point of leverage, so as to show the player a fast-paced game rhythm; or, after controlling the first virtual flight prop to fly to the first effective point of leverage, the target virtual character can be controlled to move to the first effective point of leverage, so as to show the player a richer game control process.

[0088] Figure 3 This is a flowchart illustrating another game information processing method provided in an embodiment of this application. Optionally, as... Figure 3 As shown, the step of pre-displaying the position of the first effective point of force corresponding to the first control operation on the graphical user interface in response to the first control operation on the first virtual flight prop includes:

[0089] S201. In response to a first control operation on the first virtual flight prop, the indicator corresponding to the first virtual flight prop and the position of the first effective point of force corresponding to the first control operation are pre-displayed on the graphical user interface.

[0090] The indicator is used to indicate the direction to the player. In some embodiments, in response to a first control operation on the first virtual flying item, to facilitate the player's intuitive understanding through the graphical user interface that the current controlled object is the first virtual flying item, an indicator corresponding to the first virtual flying item can also be displayed on the graphical user interface. The indicator is used to indicate the direction to the player, that is, to indicate the location of the point of contact of the first virtual flying item. Of course, this application does not limit the specific display position of the indicator corresponding to the first virtual flying item on the graphical user interface; it can be a designated position on the graphical user interface (e.g., the center position), or it can be any position on the graphical user interface. It should be noted that, depending on the actual application scenario, in response to the first control operation on the first virtual flying item, in addition to pre-displaying the indicator corresponding to the first virtual flying item and the first effective point of contact position corresponding to the first control operation on the graphical user interface, the target virtual character can also be controlled to move to the first effective point of contact position. This can be flexibly set according to the actual application scenario.

[0091] Optionally, the indicator corresponding to the first virtual flight prop can be composed of a combination of straight lines, curves, circles, rectangles, etc. This application does not limit the specific shape.

[0092] Optionally, the game scene also includes at least one other virtual character, which is a virtual character controlled by other players. In terms of the battle relationship, the other virtual character may include the target virtual character's teammate virtual character or the target virtual character's enemy virtual character.

[0093] Optionally, the aforementioned indicator may include: an indicator range indicator and a crosshair indicator located at the center of the indicator range indicator. Based on the above description, it can be understood that the indicator range indicator can indicate to the player the range of the point of impact of the first virtual flying item, and the crosshair indicator can indicate to the player the expected flight point of the first virtual flying item.

[0094] Based on the above embodiments, optionally, the position of the first effective force point corresponding to the first control operation may include at least one of the following:

[0095] The location of the nearest effective point of impact to the crosshair, the location of the other virtual character closest to the target virtual character within the indication range, the location of the enemy virtual character with the lowest remaining health within the indication range, and the location of the enemy virtual character being attacked by a teammate virtual character within the indication range.

[0096] In some scenarios, considering that the location of the crosshair is the expected flight point of the first virtual flight prop, but since the location of the crosshair is an invalid point of force, in order to avoid the player's selection of the point being invalid, the first valid point of force can be set to the valid point of force closest to the crosshair. As can be seen from the above description, the player can judge whether the first valid point of force position meets the expected requirements by viewing the first valid point of force position displayed in the graphical user interface. If it does, the player can refer to the above step S102 process control to fly the first virtual flight prop to the first valid point of force position.

[0097] Figure 4 This is a graphical user interface diagram provided in an embodiment of this application. In some embodiments, if there are other virtual characters within the indicated range, considering that the target virtual character may need to move quickly to the other virtual characters, the first effective point of force can be set to the location of the other virtual character closest to the target virtual character within the indicated range. It is understood that with this setting, the player's control objective can still be achieved even if the player's point selection is not accurate, thereby improving the player's interaction efficiency and game experience.

[0098] Optionally, the other virtual character can be a teammate virtual character, so as to cooperate in combat with teammate virtual characters, such as... Figure 4 As shown, it can also be an enemy virtual character. Virtual character 1 is the target virtual character controlled by this player. This game is a team game. Virtual character 3 is a teammate of virtual character 1, and virtual character 2 is a teammate of virtual character 4. As can be seen from the figure, although virtual character 2 and virtual character 3 are both within the indicated range 120, virtual character 2 is the closest to the target virtual character 1. Therefore, the first effective point of force corresponding to the first control operation can be the position A where virtual character 2 is located. It can be seen that if the target virtual character 1 is controlled to move quickly to the vicinity of virtual character 2, the target virtual character can launch a surprise attack, increasing the win rate.

[0099] In some embodiments, if there are multiple enemy virtual characters within the indicated range, in order to enhance the target player's sense of accomplishment, the first effective point of leverage can be set to the location of the enemy virtual character with the lowest remaining health within the indicated range. It is understood that with this setting, the target virtual character can quickly move to the enemy virtual character with the lowest remaining health within the indicated range, thereby increasing the win rate when attacking that enemy virtual character.

[0100] In some embodiments, if there are multiple enemy virtual characters and multiple teammate virtual characters within the indicated range, considering that the win rate of the game can be improved by cooperating with teammate virtual characters, the first effective point of attack position can be set to the location of the enemy virtual character attacked by the teammate virtual character within the indicated range. That is, if it is determined that there is an enemy virtual character attacked by a teammate virtual character within the indicated range, then one can participate in the attack process on the enemy virtual character, realize the focused aiming and attack on the teammate virtual character, thereby improving the win rate of the team game.

[0101] Of course, it should be noted that the location of the first effective point of force corresponding to the first control operation is not limited to the one shown above. Depending on the actual application scenario, it can also be a combination of the above methods. For example, the location of the first effective point of force corresponding to the first control operation can be the location of the enemy virtual character with the least remaining health and closest to the crosshair within the indicator range. Of course, the specific setting method is not limited to this and can be flexibly set according to the actual application scenario.

[0102] Optionally, if the first effective force point position corresponding to the first control operation includes the effective force point position closest to the crosshair marker, and there are multiple effective force point positions closest to the crosshair marker, then any one of the multiple effective force point positions can be selected as the first effective force point position.

[0103] Considering the complexity of pre-configured effective force point positions in the game scene, if the first effective force point position corresponding to the first control operation includes the effective force point position closest to the crosshair marker, and there are multiple effective force point positions closest to the crosshair marker in the game scene, then any one of the multiple effective force point positions can be selected as the first effective force point position. For example, the effective force point positions closest to the crosshair marker include: effective force point position A located above the crosshair marker and effective force point position B located above the crosshair marker. Optionally, effective force point position B can be selected as the first effective force point position, but this is not a limitation. It can be seen that the embodiments of this application can make the method provided by this application compatible with special cases and improve the applicability of the method of this application.

[0104] Figure 5 This is another graphical user interface diagram provided for an embodiment of this application. Optionally, if the positional difference between the first effective point of leverage position and the position of the first enemy virtual character among other virtual characters meets a first preset requirement, the step of controlling the first virtual flying prop to fly to the first effective point of leverage position in response to the second control operation on the first virtual flying prop includes:

[0105] In response to a second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the position of the first effective point of contact, and the first enemy virtual character is controlled to perform a preset action, the preset action including at least one of the following: freezing for a preset duration, reducing the amount of health by a preset amount.

[0106] In some embodiments, considering that the purpose of controlling the first virtual flying prop to fly to the first effective point of leverage is to attack enemy virtual characters near the first effective point of leverage, when the position difference between the first effective point of leverage and the position of the first enemy virtual character among other virtual characters meets the first preset requirement, in response to the second control operation on the first virtual flying prop, the first enemy virtual character can be controlled to perform a preset action when the first virtual flying prop flies to the first effective point of leverage. The preset action includes at least one of the following: freezing for a preset duration or reducing a preset amount of health.

[0107] For example, refer to Figure 4 It can be seen that if, before the second control operation on the first virtual flying prop, the target virtual character is equipped with 3 grappling hooks 130, and in response to the second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the first effective point of contact, and the first enemy virtual character's health is reduced by a preset number, such as... Figure 5 As shown, since one virtual flight item has been consumed, the number of ziplines 130 equipped on the target virtual character is now 2. Furthermore, by controlling the first virtual flight item to fly to the first effective point of contact A, optionally, the first enemy virtual character (virtual character 2) will also lose 10% of its health, meaning its health will decrease from [previous value]. Figure 4 The percentage was changed from 80% to 70%. Of course, the preset actions are not limited to those shown above and can be flexibly adjusted according to the actual application scenario.

[0108] Figure 6 This is a flowchart illustrating another information processing method in a game provided by an embodiment of this application. In some embodiments, the crosshair marker coincides with the center of the graphical user interface. If the positional difference between the position of the first effective point of force and the position of the second virtual character among other virtual characters meets a second preset requirement, such as... Figure 6 As shown, the step of controlling the first virtual flight prop to fly to the first effective point of leverage position in response to the second control operation on the first virtual flight prop includes:

[0109] S301, in response to the second control operation on the first virtual flying prop, control the first virtual flying prop to fly to the position of the first effective point of force, and lock the position of the second virtual character and the center position of the graphical user interface for a preset time, so that the graphical user interface is updated in real time when the second virtual character moves within the preset time.

[0110] Optionally, the second virtual character can be a teammate of the target virtual character or an enemy virtual character; this is not limited. If the second virtual character is an enemy virtual character, in some scenarios, considering that the player controls the first virtual projectile to fly to the first effective point of contact to track and attack the second virtual character, if the second virtual character is located at the center of the graphical user interface at the first moment, in response to the first control operation on the first virtual projectile, the position of the nearest effective point of contact to the crosshair can be pre-displayed on the graphical user interface, i.e., the position of the second virtual character. Then, for other players controlling the second virtual character, if they discover that the target virtual character has a tendency to attack them, they will control the second virtual character to escape at the next moment to avoid being attacked. Therefore, for the target player, although they have already aimed at the second virtual character using the crosshair in the previous moment, the second virtual character has moved away from the crosshair in the next moment. Therefore, if they continue to control the first virtual projectile based on the position of the second virtual character determined in the previous moment, they will not be able to accurately track the second virtual character.

[0111] Considering the above scenario, when the positional difference between the first effective point of leverage and the position of the second virtual character meets the second preset requirement—that is, when the first effective point of leverage and the position of the second virtual character are relatively close—it can be assumed that the target player intends to track the second virtual character. Optionally, in this scenario, in response to the second control operation on the first virtual flying item, the first virtual flying item can be controlled to fly to the first effective point of leverage, and the position of the second virtual character can be locked to the center position of the graphical user interface for a preset time. This allows the graphical user interface to be updated in real time as the second virtual character moves within the preset time. In other words, by locking the position of the second virtual character to the center position of the graphical user interface for a preset time, even if other players controlling the second virtual character try to escape within the preset time, the terminal device can still update the game scene displayed on the graphical user interface in real time according to the movement of the second virtual character, ensuring that the second virtual character is always in the center position of the graphical user interface and always within the target virtual character's field of vision. It is understood that through this locking operation, the target virtual character can then attack the second virtual character. Optionally, the preset duration can be any duration such as 30 seconds or 40 seconds, and is not limited here.

[0112] In some embodiments, the specific attack process can be described in the following process. Considering that the virtual flight props are consumed after each flight, multiple virtual flight props can be used in combination to attack the locked second virtual character. The specific process can be found in the following embodiment description. Optionally, continue referring to... Figure 6 As shown, the target virtual character is equipped with multiple virtual flight props, and the above method also includes:

[0113] S401, in response to a third control operation on a second virtual flight prop among a plurality of virtual flight props, pre-display on the graphical user interface the indicator corresponding to the second virtual flight prop and the position of the second effective point of force corresponding to the third control operation.

[0114] S402, in response to a fourth control operation on the second virtual flying prop, control the second virtual flying prop to fly to the second effective point of leverage position, and control the target virtual character to move to the second effective point of leverage position.

[0115] The second virtual flight prop can be any other usable virtual flight prop besides the first virtual flight prop that has already been used, from among multiple virtual flight props. For a description of step S401, please refer to the aforementioned step S101; for a description of step S402, please refer to the aforementioned step S102; for a description of the third control operation, please refer to the aforementioned first control operation; and for a description of the fourth control operation, please refer to the relevant description of the aforementioned second control operation. Further details are omitted here.

[0116] Based on the above explanation, it can be understood that since the position of the second virtual character is locked to the center position of the graphical user interface, the terminal device will update the graphical user interface in real time when the second virtual character moves. Therefore, if the second effective point of force corresponding to the third control operation is set to the effective point of force closest to the crosshair, then in response to the third control operation on the second virtual flight prop among multiple virtual flight props, the indicator corresponding to the second virtual flight prop and the second effective point of force corresponding to the third control operation will be pre-displayed on the graphical user interface. The second effective point of force corresponding to the third control operation is also the position of the second virtual character.

[0117] Figure 7This is another graphical user interface diagram provided in an embodiment of this application. Further, in response to a fourth control operation on the second virtual flying prop, the second virtual flying prop can be controlled to fly to the second effective point of leverage position, and the target virtual character can be controlled to move to the second effective point of leverage position. That is, at this time, the second virtual flying prop can be controlled to fly to the location of the second virtual character, and the target virtual character can be controlled to move to the location of the second virtual character. It can be understood that at this time, the target virtual character can launch an attack on the second virtual character from a position closer to it, increasing the win rate. For example, such as... Figure 7 and the above Figure 5 As shown, the target virtual character moves from its original position B to position A. If the preset timeout (e.g., 30 seconds) is reached, virtual character 2 will move from its original position A to position C in order to avoid the attack.

[0118] Of course, it should be noted that if the target virtual character is not equipped with enough virtual flying items, that is, only the aforementioned first virtual flying item, optionally, in this case, the target virtual character can also cooperate with other teammate virtual characters to attack the second virtual character. This application does not limit the specific attack method, so that the attack method can be more flexible and improve the target player's win rate.

[0119] In some embodiments, the second virtual character can also be a teammate virtual character. By controlling the second virtual flying prop to fly to the second effective point of leverage and controlling the target virtual character to move to the second effective point of leverage, the target virtual character and the teammate virtual character corresponding to the second virtual character can cooperate in combat, thereby increasing the fun of combat and the win rate.

[0120] Optionally, the first preset requirement may include a first preset position difference threshold, and the second preset requirement may include a second preset position difference threshold. Depending on the actual application scenario, the first preset position difference threshold and the second preset position difference threshold can be set to be different. For example, the first preset position difference threshold may be greater than the second preset position difference threshold. In this way, different operations can be performed when different position difference thresholds are met, thereby improving the diversity of the game.

[0121] Figure 8 This is a flowchart illustrating another game information processing method provided in an embodiment of this application. Optionally, as... Figure 8 As shown, the above method also includes:

[0122] S501, In response to the setting trigger operation of the first virtual flight prop, the setting interface of the first virtual flight prop is displayed.

[0123] S502, in response to the flight setting operation of the first virtual flight prop in the setting interface of the first virtual flight prop, set the position of the first effective force point corresponding to the first control operation.

[0124] In particular, considering different game scenarios, adjusting the position of the first effective point of contact corresponding to the first control operation can diversify gameplay and enhance player enjoyment. For example, in a single-player combat game, the position of the first effective point of contact corresponding to the first control operation can be set to the location of the other virtual character closest to the target virtual character within the indicated range; while in a multiplayer team game, the position of the first effective point of contact corresponding to the first control operation can be set to the location of the enemy virtual character being attacked by a teammate virtual character within the indicated range. It can be seen that this setting can achieve gameplay diversity in different game scenarios.

[0125] Optionally, when making settings, in response to the setting trigger operation of the first virtual flight prop, the setting interface of the first virtual flight prop can be displayed. Optionally, the setting interface can include multiple optional setting methods. At this time, the player can perform flight setting operation on the first virtual flight prop in the setting interface to realize the setting of the first effective force point position corresponding to the first control operation.

[0126] In some embodiments, the aforementioned setting trigger operation and flight setting operation can be operations such as clicking, long pressing, swiping, dragging, and dropping based on the touch screen, and are not limited here. Of course, depending on the actual application scenario, they can also be some preset shortcut keys, which can be flexibly set according to the actual application scenario. In addition, this application does not limit the specific setting time. It can be set before the start of each game, or it can be set during the game as needed according to the game progress, and is not limited here. Of course, it should be noted that the position of the second effective force point corresponding to the aforementioned third control operation can also be set by referring to the above method, and will not be repeated here.

[0127] Figure 9 This is a flowchart illustrating another information processing method in a game provided by an embodiment of this application. Optionally, considering that in actual operation, in response to the first control operation on the first virtual flying prop, the initial effective point of force corresponding to the first control operation pre-displayed in the graphical user interface is not the desired point of force of the target player, it can be adjusted by dragging the game scene. The specific adjustment process is shown in the following process. Figure 9 As shown, the steps of pre-displaying the indicator corresponding to the first virtual flight prop and the position of the first effective point of force corresponding to the first control operation on the graphical user interface in response to the first control operation include:

[0128] S601, in response to the first control operation on the first virtual flying prop, the indicator corresponding to the first virtual flying prop and the position of the initial effective point of force corresponding to the first control operation are pre-displayed on the graphical user interface at the initial position of the current game scene.

[0129] S602, in response to a drag operation on the current game scene in the graphical user interface, display the indicator corresponding to the first virtual flying prop and the position of the first effective point of force corresponding to the first control operation in the game scene after the movement.

[0130] In response to the first control operation, the indicator corresponding to the first virtual flying prop and the initial effective point of leverage corresponding to the first control operation can be pre-displayed in the initial position of the current game scene on the graphical user interface. Optionally, the initial position of the current game scene can be the center position of the current game scene, which is not limited here. It is understood that the player can determine whether it meets the expected requirements by using the pre-displayed initial effective point of leverage position. If it does not meet the requirements, the target player can optionally drag the current game scene via the touch screen. In response to the drag operation, the game scene after the movement can be displayed on the graphical user interface, and the indicator corresponding to the first virtual flying prop and the first effective point of leverage corresponding to the first control operation can be displayed in the moved game scene. This allows the first effective point of leverage corresponding to the first control operation to be adjusted through drag operation, improving the applicability of the method of this application.

[0131] Optionally, the target virtual character is also equipped with virtual attack items, and the above method further includes:

[0132] In response to the triggering of a virtual attack item, the target virtual character is controlled to attack the first enemy virtual character using the virtual attack item.

[0133] In some scenarios, considering that after controlling the target virtual character to move to the first effective point of leverage, the target player needs to launch an attack in a timely manner to increase the win rate, the target virtual character can optionally be equipped with virtual attack items. These virtual attack items can include, but are not limited to, virtual guns, virtual knives, bombs, grenades, smoke grenades, etc. In this case, the player can use the touch screen to perform operations such as clicking, long pressing, sliding, dragging, etc., on the preset control controls to generate a trigger operation for the virtual attack item. In response to the trigger operation, the player can control the target virtual character to attack the first enemy virtual character with the virtual attack item.

[0134] Of course, this application does not limit the timing of the target virtual character's attack operation. Depending on the actual application scenario, it can also be launched after the target virtual character moves to the location of the other virtual object with the least remaining health within the indicated range, or the location of other virtual objects attacked by a teammate virtual character within the indicated range. This is not limited here.

[0135] Figure 10 This is a functional module diagram of a game information processing device provided in an embodiment of this application. The device can display a graphical user interface (GUI) on a terminal device. The GUI displays at least a portion of a game scene, including a target virtual character equipped with at least one virtual flight item. The basic principle and technical effects of this device are the same as those in the aforementioned corresponding method embodiments. For the sake of brevity, parts not mentioned in this embodiment can be referred to the corresponding content in the method embodiments. Figure 10 As shown, the information processing device 100 may include:

[0136] Display module 110 is used to pre-display the position of the first effective force point corresponding to the first control operation on the graphical user interface in response to the first control operation of the first virtual flight prop.

[0137] The control module 120 is used to respond to a second control operation on the first virtual flying prop and control the first virtual flying prop to fly to the position of the first effective point of force.

[0138] In an optional implementation, the control module 120 is specifically configured to respond to a second control operation on the first virtual flying prop, control the first virtual flying prop to fly to the first effective point of leverage position, and control the target virtual character to move to the first effective point of leverage position.

[0139] In an optional implementation, the control module 120 is specifically configured to, in response to a first control operation on the first virtual flying prop, pre-display on the graphical user interface an indicator corresponding to the first virtual flying prop and a first effective point of force corresponding to the first control operation, the indicator being used to indicate the direction to the player.

[0140] In an optional implementation, the game scene further includes at least one other virtual character, and the indicator includes: an indicator range indicator and a crosshair indicator located at the center of the indicator range indicator;

[0141] The first effective point of force corresponding to the first control operation includes at least one of the following:

[0142] The location of the effective point of force closest to the crosshair marker, the location of other virtual characters closest to the target virtual character within the indicated range marker, the location of the enemy virtual character with the least remaining health within the indicated range marker, and the location of the enemy virtual character attacked by a teammate virtual character within the indicated range marker.

[0143] In an optional implementation, if the first effective point of force position corresponding to the first control operation includes the effective point of force position closest to the crosshair mark, and there are multiple effective point of force positions closest to the crosshair mark, then any one of the multiple effective point of force positions is selected as the first effective point of force position.

[0144] In an optional implementation, if it is determined that the position difference between the first effective point of leverage and the position of the first enemy virtual character among the other virtual characters meets the first preset requirement, the control module 120 is specifically used to respond to the second control operation on the first virtual flying prop, control the first virtual flying prop to fly to the first effective point of leverage, and control the first enemy virtual character to perform a preset action, the preset action including at least one of the following: freezing for a preset duration, reducing a preset amount of health.

[0145] In an optional implementation, the reticle marker coincides with the center of the graphical user interface. If the position difference between the first effective point of leverage and the position of the second virtual character among the other virtual characters meets the second preset requirement, the control module 120 is specifically used to respond to the second control operation on the first virtual flying prop, control the first virtual flying prop to fly to the first effective point of leverage, and lock the position of the second virtual character and the center position of the graphical user interface for a preset time, so that the graphical user interface is updated in real time when the second virtual character moves within the preset time.

[0146] In an optional implementation, the target virtual character is equipped with multiple virtual flight props, and the control module is further configured to respond to a third control operation on a second virtual flight prop among the multiple virtual flight props, and to pre-display on the graphical user interface the indicator corresponding to the second virtual flight prop, as well as the position of the second effective point of force corresponding to the third control operation;

[0147] In response to a fourth control operation on the second virtual flying prop, the second virtual flying prop is controlled to fly to the second effective point of leverage position, and the target virtual character is controlled to move to the second effective point of leverage position.

[0148] In an optional embodiment, the device further includes: a setting module, configured to display the setting interface of the first virtual flying prop in response to a setting trigger operation of the first virtual flying prop;

[0149] In response to the flight settings operation of the first virtual flight prop in the settings interface of the first virtual flight prop, the position of the first effective force point corresponding to the first control operation is set.

[0150] In an optional implementation, the control module 120 is specifically used to respond to a first control operation on the first virtual flying prop by pre-displaying an indicator corresponding to the first virtual flying prop and the initial effective point of force corresponding to the first control operation at the initial position of the current game scene on the graphical user interface.

[0151] In response to a drag operation on the current game scene in the graphical user interface, an indicator corresponding to the first virtual flying prop and the position of the first effective point of force corresponding to the first control operation are displayed in the moved game scene.

[0152] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0153] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0154] Figure 11 This is a schematic diagram of an electronic device structure provided as an embodiment of this application. Figure 11As shown, the electronic device may include a processor 210, a storage medium 220, and a bus 230. The storage medium 220 stores machine-readable instructions executable by the processor 210. When the electronic device is running, the processor 210 communicates with the storage medium 220 via the bus 230, and the processor 210 executes the machine-readable instructions to perform the steps of the above method embodiment. The specific implementation and technical effects are similar and will not be described in detail here.

[0155] Optionally, this application also provides a computer-readable storage medium storing a computer program, which, when run by a processor, executes the steps of the above-described method embodiments. The specific implementation and technical effects are similar and will not be repeated here.

[0156] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0157] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0158] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0159] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods of the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0160] It should be noted that, in this document, relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes the element.

[0161] The above are merely preferred embodiments of this application and are not intended to limit this application. Various modifications and variations are possible for those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application. It should be noted that similar reference numerals and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need further definition and explanation in subsequent figures. The above are merely preferred embodiments of this application and are not intended to limit this application. Various modifications and variations are possible for those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for information processing in a game, characterized in that, The method involves displaying a graphical user interface (GUI) on a terminal device, wherein the GUI displays at least a portion of a game scene, the game scene including a target virtual character equipped with at least one virtual flight item. In response to a first control operation on a first virtual flight prop, the position of a first effective point of force corresponding to the first control operation is pre-displayed on the graphical user interface. The position of the first effective point of force is determined based on the distance between the crosshair position corresponding to the first control operation and each effective point of force position pre-configured in the game scene, the type of each effective point of force position, and the point of force type selection rule. The point of force type selection rule is used to indicate the probability that different types of effective points of force are selected as the first effective point of force position. In response to a second control operation on the first virtual flight prop, the first virtual flight prop is controlled to fly to the position of the first effective point of leverage. The step of pre-displaying the position of the first effective point of force corresponding to the first control operation on the graphical user interface in response to the first control operation includes: In response to a first control operation on the first virtual flying prop, an indicator corresponding to the first virtual flying prop and a first effective point of force corresponding to the first control operation are pre-displayed on the graphical user interface. The indicator is used to indicate the direction to the player. The game scene also includes at least one other virtual character, and the indicator includes: an indicator range indicator and a crosshair indicator located at the center of the indicator range indicator; The first effective point of force corresponding to the first control operation includes: the location of the enemy virtual character with the least remaining health within the indicated range, and / or the location of the enemy virtual character attacked by a teammate virtual character within the indicated range.

2. The information processing method in the game according to claim 1, characterized in that, The step of controlling the first virtual flight prop to fly to the first effective point of leverage position in response to the second control operation on the first virtual flight prop includes: In response to a second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the first effective point of leverage position, and the target virtual character is controlled to move to the first effective point of leverage position.

3. The information processing method in the game according to claim 2, characterized in that, The first effective point of force corresponding to the first control operation also includes at least one of the following: The location of the nearest effective point of force to the crosshair marker, and the location of other virtual characters within the indicated range marker that are closest to the target virtual character.

4. The information processing method in the game according to claim 3, characterized in that, If the first effective point of force position corresponding to the first control operation includes the effective point of force position closest to the crosshair mark, and there are multiple effective point of force positions closest to the crosshair mark, then any one of the multiple effective point of force positions is selected as the first effective point of force position.

5. The information processing method in the game according to claim 3, characterized in that, If the positional difference between the first effective point of leverage and the position of the first enemy virtual character among the other virtual characters meets the first preset requirement, the step of controlling the first virtual flying prop to fly to the first effective point of leverage in response to the second control operation on the first virtual flying prop includes: In response to a second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the first effective point of contact, and the first enemy virtual character is controlled to perform a preset action, the preset action including at least one of the following: freezing for a preset duration, reducing a preset amount of health.

6. The information processing method in the game according to claim 3, characterized in that, The reticle marker coincides with the center of the graphical user interface. If the position difference between the first effective point of leverage and the position of the second virtual character among the other virtual characters meets the second preset requirement, the step of controlling the first virtual flying prop to fly to the first effective point of leverage in response to the second control operation on the first virtual flying prop includes: In response to a second control operation on the first virtual flying prop, the first virtual flying prop is controlled to fly to the first effective point of leverage, and the position of the second virtual character is locked with the center position of the graphical user interface for a preset time, so that the graphical user interface is updated in real time when the second virtual character moves within the preset time.

7. The information processing method in the game according to claim 6, characterized in that, The target virtual character is equipped with multiple virtual flight props, and the method further includes: In response to a third control operation on a second virtual flight prop among a plurality of virtual flight props, an indicator corresponding to the second virtual flight prop and the position of a second effective point of force corresponding to the third control operation are pre-displayed on the graphical user interface. In response to a fourth control operation on the second virtual flying prop, the second virtual flying prop is controlled to fly to the second effective point of leverage position, and the target virtual character is controlled to move to the second effective point of leverage position.

8. The information processing method in the game according to claim 1, characterized in that, The method further includes: In response to the setting trigger operation of the first virtual flight prop, the setting interface of the first virtual flight prop is displayed; In response to the flight settings operation of the first virtual flight prop in the settings interface of the first virtual flight prop, the position of the first effective force point corresponding to the first control operation is set.

9. The information processing method in the game according to claim 2, characterized in that, The step of pre-displaying, on the graphical user interface, an indicator corresponding to the first virtual flight prop and the position of the first effective point of force corresponding to the first control operation, in response to a first control operation on the first virtual flight prop, includes: In response to a first control operation on the first virtual flying prop, an indicator corresponding to the first virtual flying prop and the initial effective point of force corresponding to the first control operation are pre-displayed at the initial position of the current game scene on the graphical user interface. In response to a drag operation on the current game scene in the graphical user interface, the indicator corresponding to the first virtual flying prop and the position of the first effective point of force corresponding to the first control operation are displayed in the game scene after the movement.

10. An information processing device for games, characterized in that, The device displays a graphical user interface (GUI) on a terminal device, the GUI displaying at least a portion of a game scene, the game scene including a target virtual character equipped with at least one virtual flight item, the device comprising: The display module is used to respond to a first control operation on a first virtual flight prop, and to pre-display the position of a first effective force point corresponding to the first control operation on the graphical user interface. The position of the first effective force point is determined based on the distance between the crosshair position corresponding to the first control operation and each effective force point position pre-configured in the game scene, the type of each effective force point position, and the force point type selection rule. The force point type selection rule is used to indicate the probability that different types of effective force points are selected as the first effective force point position. The control module is configured to respond to a second control operation on the first virtual flight prop and control the first virtual flight prop to fly to the position of the first effective point of contact. The display module is specifically used to respond to a first control operation on the first virtual flying prop, and to pre-display on the graphical user interface an indicator corresponding to the first virtual flying prop and a first effective point of force corresponding to the first control operation. The indicator is used to indicate the direction to the player. The game scene also includes at least one other virtual character, and the indicator includes: an indicator range indicator and a crosshair indicator located at the center of the indicator range indicator; The first effective point of force corresponding to the first control operation includes: the location of the enemy virtual character with the least remaining health within the indicated range, and / or the location of the enemy virtual character attacked by a teammate virtual character within the indicated range.

11. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of 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 a computer program, which, when executed by a processor, performs the steps of the information processing method in the game as described in any one of claims 1-9.

Citation Information

Patent Citations

  • Information processing method and device in game, electronic equipment and storage medium

    CN112957737A