Message processing method and device in virtual scene, electronic device and storage medium
Patent Information
- Application Number
- CN202210563612.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-05-23
- Publication Date
- 2026-09-22
- Estimated Expiration
- 2042-05-23
AI Technical Summary
相关技术暂未提出针对特定用户的高效地进行消息发送的方案
[0021]通过在地图界面中显示与第一虚拟对象同阵营的第二虚拟对象的位置标记控件,当第二虚拟对象的位置标记控件被移动时,基于移动操作向第二虚拟对象发送对应的指令与消息,利用虚拟场景的地图界面实现了点对点消息的快捷发送,无需发出语音或者输入文字,通过拖动位置标记控件即可进行消息快捷发送,节约了消息发送所需的时间;并且,由于仅向第二虚拟对象进行消息发送,实现了精准的点对点消息发送,避免了对同阵营的其他虚拟对象造成干扰;同时,复用了虚拟场景的地图界面中的位置标记控件,无需在人机交互界面中设置新的控件用于消息发送、无需借助收音设备(例如:麦克风)即可实现点对点消息发送,节约了虚拟场景所需的计算资源。
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Figure CN117138357B_ABST
Abstract
Description
Technical Field
[0001] This application relates to computer technology, and more particularly to a message processing method, apparatus, electronic device, and storage medium in a virtual scene. Background Technology
[0002] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and acquiring information. In particular, virtual scene display technologies can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. They have various typical application scenarios. For example, in virtual scenes such as games, they can simulate the real battle process between virtual objects.
[0003] In virtual environments, users communicate with each other through voice chat, in-game quick markers, and quick messages. These messages are typically sent to everyone in the same faction or team, and some teammates may be distracted by messages unrelated to them. While voice chat can achieve efficient communication with specific teammates, some users' devices may lack the necessary hardware or software for voice communication. Currently, there is no proposed solution for efficiently sending messages to specific users. Summary of the Invention
[0004] This application provides a message processing method, apparatus, electronic device, storage medium, and computer program product in a virtual scene, which can efficiently send point-to-point messages in a virtual scene, thereby eliminating the interference of messages to unrelated users.
[0005] The technical solution of this application embodiment is implemented as follows:
[0006] This application provides a message processing method in a virtual scene, including:
[0007] In the map interface corresponding to the first virtual object, a map of at least a portion of the virtual scene is displayed;
[0008] In response to the appearance of at least one second virtual object in the aforementioned partial area, a location marker control is displayed on the map to represent the current location of the second virtual object, wherein the second virtual object is any virtual object belonging to the same faction as the first virtual object;
[0009] In response to a movement operation on the location marker control, the location marker control is moved from the first position to the second position, and
[0010] A message is sent to the second virtual object, wherein the message is used to instruct the second virtual object to arrive at the second location and execute the instruction.
[0011] This application provides a message processing device in a virtual scene, including:
[0012] The display module is configured to display a map of at least a portion of the virtual scene in the map interface corresponding to the first virtual object;
[0013] The display module is further configured to, in response to the appearance of at least one second virtual object in the partial area, display a location marker control in the map to represent the current location of the second virtual object, wherein the second virtual object is any virtual object belonging to the same faction as the first virtual object;
[0014] The message sending module is configured to, in response to a movement operation of the location marker control, move the location marker control from the first position to the second position and send a message to the second virtual object, wherein the message is used to instruct the second virtual object to reach the second position and execute an instruction.
[0015] This application provides an electronic device, the electronic device comprising:
[0016] Memory, used to store executable instructions;
[0017] The processor, when executing executable instructions stored in the memory, implements the message processing method in the virtual scene provided in the embodiments of this application.
[0018] This application provides a computer-readable storage medium storing executable instructions, which, when executed by a processor, implement the message processing method in a virtual scene provided in this application.
[0019] This application provides a computer program product, including a computer program or instructions, which, when executed by a processor, implement the message processing method in a virtual scene provided in this application.
[0020] The embodiments of this application have the following beneficial effects:
[0021] By displaying a location marker control for a second virtual object that is in the same camp as the first virtual object in the map interface, when the location marker control of the second virtual object is moved, corresponding instructions and messages are sent to the second virtual object based on the movement operation. This utilizes the map interface of the virtual scene to achieve quick point-to-point message sending. There is no need to speak or type text; messages can be sent quickly by dragging the location marker control, saving the time required for message sending. Furthermore, since messages are sent only to the second virtual object, precise point-to-point message sending is achieved, avoiding interference with other virtual objects in the same camp. At the same time, the location marker control in the map interface of the virtual scene is reused, eliminating the need to set up new controls for message sending in the human-computer interaction interface and eliminating the need for audio recording devices (such as microphones) to achieve point-to-point message sending, thus saving the computing resources required by the virtual scene. Attached Figure Description
[0022] Figure 1A This is a schematic diagram illustrating the application mode of the message processing method in a virtual scenario provided in the embodiments of this application;
[0023] Figure 1B This is a schematic diagram illustrating the application mode of the message processing method in a virtual scenario provided in the embodiments of this application;
[0024] Figure 2 This is a schematic diagram of the structure of the terminal device 400 provided in the embodiments of this application;
[0025] Figures 3A to 3F This is a flowchart illustrating a message processing method in a virtual scenario provided in an embodiment of this application;
[0026] Figure 4A This is a schematic diagram of the map interface displayed in the virtual scene interface provided in the embodiments of this application;
[0027] Figure 4B This is a schematic diagram of a map interface independent of the virtual scene interface provided in an embodiment of this application;
[0028] Figures 5A to 5F This is a map illustration of the message processing method in a virtual scene provided in the embodiments of this application;
[0029] Figures 6A to 6G This is a map illustration of the message processing method in a virtual scene provided in the embodiments of this application;
[0030] Figure 7A This is a schematic diagram showing the arrangement of the instruction controls provided in an embodiment of this application;
[0031] Figure 7B This is a schematic diagram of the virtual scene interface corresponding to the second virtual object provided in the embodiments of this application;
[0032] Figure 8 This is an optional flowchart illustrating a message processing method in a virtual scenario provided in an embodiment of this application. Detailed Implementation
[0033] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0034] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0035] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0036] It should be noted that in the embodiments of this application, user information, user feedback data and other related data are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0037] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.
[0038] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0039] 1) Virtual scenes utilize the scene output by the device that is different from the real world. Visual perception of the virtual scene can be formed with the naked eye or with the assistance of the device. For example, two-dimensional images are output through a display screen, and three-dimensional images are output through stereoscopic display technologies such as stereoscopic projection, virtual reality and augmented reality. In addition, various possible hardware can be used to form various perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception and motion perception.
[0040] 2) In response, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0041] 3) Virtual objects are objects that interact in a virtual scene. They are controlled by the user or a robot program (e.g., an AI-based robot program) and can remain still, move, and perform various behaviors in the virtual scene, such as various characters in a game.
[0042] 4) Maps, used to show the terrain of at least a portion of a virtual scene and various elements on the ground (e.g., buildings, virtual vehicles, virtual objects).
[0043] 5) Point-to-point messages are messages sent from one terminal device to another in a point-to-point manner.
[0044] This application provides a message processing method, a message processing device, an electronic device, a computer-readable storage medium, and a computer program product in a virtual scene, which can efficiently send point-to-point messages in a virtual scene, thereby eliminating the interference of messages to unrelated users.
[0045] The electronic devices provided in this application can be implemented as various types of user terminals such as laptops, tablets, desktop computers, set-top boxes, and mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices, and vehicle terminals), or as servers.
[0046] In one implementation scenario, see Figure 1A , Figure 1A This is a schematic diagram of the application mode of the message processing method in the virtual scene provided in the embodiment of this application. It is applicable to some application modes that can complete the relevant data calculation of the virtual scene by relying entirely on the graphics processing hardware computing power of the terminal device 400, such as stand-alone / offline games, and complete the output of the virtual scene through various types of terminal devices 400 such as smartphones, tablets and virtual reality / augmented reality devices.
[0047] As an example, types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs).
[0048] When visual perception of a virtual scene is formed, the terminal device 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of the display data. The graphics output hardware outputs video frames that can form visual perception of the virtual scene. For example, two-dimensional video frames are displayed on the display screen of a smartphone, or video frames that achieve a three-dimensional display effect are projected onto the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perceptual effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0049] As an example, a client 401 (e.g., a standalone game application) runs on terminal device 400. During the operation of client 401, the output includes a virtual scene for role-playing. The virtual scene can be an environment for game characters to interact with, such as plains, streets, valleys, etc., for game characters to fight. Taking the virtual scene displayed in a first-person perspective as an example, a first virtual object and a launching tool (e.g., a shooting tool or a throwing tool) held by the first virtual object through a gripping part (e.g., a hand) are displayed in the virtual scene. The first virtual object can be a game character controlled by the user, that is, the first virtual object is controlled by the real user and will move in the virtual scene in response to the real user's operation on the controller (e.g., touch screen, voice switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene. It can also remain stationary, jump, and be controlled to shoot. The second virtual object is a virtual object of the same faction as the first virtual object. The map interface is displayed as a floating layer in a portion of the virtual scene interface, or the map interface of the virtual scene is displayed in an interface independent of the virtual scene interface.
[0050] For example, the first virtual object may be a user-controlled virtual object. Client 401 displays a map 102 of at least a portion of the virtual scene 101 in the map interface corresponding to the first virtual object. In response to the appearance of at least one second virtual object (of the same faction as the first virtual object) in the portion of the area, a location marker control representing the current first location of the second virtual object is displayed on the map. In response to a movement operation on the location marker control, the location marker control is moved from the first location to a second location, and a message is sent to the second virtual object, wherein the message carries the second location and an instruction, indicating that the second virtual object should reach the second location and execute the instruction.
[0051] In another implementation scenario, see Figure 1B , Figure 1BThis is a schematic diagram of the application mode of the message processing method in the virtual scene provided in the embodiment of this application. It is applied to the terminal device 400 and the server 200, and is suitable for the application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400.
[0052] Taking the visual perception of forming a virtual scene as an example, server 200 calculates display data related to the virtual scene (such as scene data) and sends it to terminal device 400 via network 300. Terminal device 400 relies on graphics computing hardware to load, parse, and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, it can display two-dimensional video frames on the display screen of a smartphone, or project video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of terminal device 400, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
[0053] As an example, a client 401 (e.g., a network-based game application) runs on a terminal device 400. It connects to a server 200 (e.g., a game server) to interact with other users. The terminal device 400 outputs a virtual scene 101 from the client 401. This virtual scene displays a first virtual object and a launching tool (e.g., a shooting tool or a throwing tool) held by the first virtual object through a gripping part (e.g., a hand). The first virtual object can be a game character controlled by the user; that is, the first virtual object is controlled by the real user and will move in the virtual scene in response to the real user's actions on a controller (e.g., a touchscreen, voice-activated switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene. It can also remain stationary, jump, and be controlled to shoot. A second virtual object is a virtual object of the same faction as the first virtual object. The map interface is displayed as a floating layer in a portion of the virtual scene interface, or the map interface of the virtual scene is displayed on an interface independent of the virtual scene interface. Figure 1A The central map 102 is displayed as a floating layer in the virtual scene 101.
[0054] For example, the first virtual object may be a user-controlled virtual object. Client 401 displays a map 102 of at least a portion of the virtual scene 101 in the map interface corresponding to the first virtual object. In response to the appearance of at least one second virtual object (of the same faction as the first virtual object) in the portion of the area, a location marker control representing the current first location of the second virtual object is displayed on the map. In response to a movement operation on the location marker control, the location marker control is moved from the first location to a second location, and a message is sent to the second virtual object, wherein the message carries the second location and an instruction, indicating that the second virtual object should reach the second location and execute the instruction.
[0055] In some embodiments, the terminal device 400 can implement the message processing method in the virtual scene provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP (i.e., the client 401 mentioned above); it can also be a mini-program, that is, a program that only needs to be downloaded into the browser environment to run; or it can be a game mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.
[0056] Taking a computer program as an example, in actual implementation, the terminal device 400 has an application that supports virtual scenes installed and running. This application can be any of the following: a first-person shooter (FPS) game, a third-person shooter game, a virtual reality application, a 3D map application, or a multiplayer survival game. Users use the terminal device 400 to manipulate virtual objects located in the virtual scene, and these activities include, but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, throwing, and constructing virtual buildings—at least one of these. Illustratively, the virtual object can be a virtual character, such as a realistic or anime character.
[0057] In other embodiments, the embodiments of this application can also be implemented with the aid of cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to realize the computation, storage, processing, and sharing of data.
[0058] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, providing flexible and convenient on-demand access. Cloud computing technology will become a crucial support. The backend services of the technology network system require substantial computing and storage resources. Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In cloud gaming scenarios, the game does not reside on the player's gaming terminal but runs on a cloud server. The cloud server renders the game scene as a video and audio stream, which is then transmitted to the player's gaming terminal via the network. The player's gaming terminal does not need powerful graphics processing and data computing capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input commands and send them to the cloud server.
[0059] Example, Figure 1B The server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal device 400 can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, etc., but is not limited to these. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.
[0060] The following is about Figure 1A The structure of the terminal device 400 shown in the diagram will be described. See also... Figure 2 , Figure 2 This is a schematic diagram of the structure of the terminal device 400 provided in the embodiments of this application. Figure 2 The terminal device 400 shown includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal device 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.
[0061] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.
[0062] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0063] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.
[0064] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.
[0065] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0066] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;
[0067] The network communication module 452 is used to reach other computing devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.
[0068] Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;
[0069] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.
[0070] In some embodiments, the message processing device in the virtual scenario provided in this application can be implemented in software. Figure 2 A message processing device 455 in a virtual scene stored in memory 450 is shown. It can be software in the form of programs and plug-ins, including the following software modules: display module 4551 and message sending module 4552. These modules are logical and can therefore be arbitrarily combined or further split according to the functions they implement.
[0071] The message processing method in a virtual scene provided in this application embodiment will now be described in detail with reference to the accompanying drawings. Figure 1A The terminal device 400 executes. See also Figure 3A , Figure 3A This is a flowchart illustrating a message processing method in a virtual scenario provided in an embodiment of this application, which will be combined with... Figure 3A The steps shown are explained.
[0072] In step 301A, at least a portion of the map of the virtual scene is displayed in the map interface corresponding to the first virtual object.
[0073] For example, the map is a preview of the entire virtual scene, or a preview of a portion of the virtual scene, where the portion is the area radiating outwards from the first virtual object. In this embodiment, the first virtual object is exemplified as a user-specific virtual object, and the second virtual object is another virtual object belonging to the same faction as the first virtual object. The second virtual object can be controlled by other users or by artificial intelligence; this embodiment uses the example of the second virtual object being controlled by another user. The first virtual object is the virtual object that sends the message, and the second virtual object is the virtual object that receives the message.
[0074] Example, reference Figure 5A , Figure 5AThis is a map illustration of the message processing method in a virtual scene provided in this application embodiment. Map 501A is a view of the entire area of the virtual scene. A map zoom control 503A is provided on the outer edge of map 501A. The map zoom control 503A is used to adjust the ratio between the map and the virtual scene. Moving the circular icon of the map zoom control 503A towards the plus sign 504A zooms in on the map, and vice versa. The location marker control X2 is the location marker control for the first virtual object. The location marker control X2 displays a line segment representing the viewing direction of the first virtual object in the virtual scene. The number 2 indicates that the first virtual object is number 2 in the team or faction. The number is used to distinguish the location marker controls of different virtual objects in the same faction. The location marker control X3 is the second virtual object, labeled 3.
[0075] In some embodiments, prior to step 301A, the map interface may also be displayed in any of the following ways:
[0076] 1. Display the virtual scene in the virtual scene interface, and display the map interface on the overlay that covers part of the virtual scene interface (e.g., the upper and lower corners of the interface).
[0077] For example, the map interface can be continuously displayed, or it can be displayed in response to a call to the map interface, and hidden in response to a cancellation of the map interface. (See reference) Figure 1B or Figure 1A Map 102 is continuously displayed as a floating layer in the upper right corner of the virtual scene 101. (Reference) Figure 4A , Figure 4A This is a schematic diagram of a map interface displayed in a virtual scene interface according to an embodiment of this application. In the virtual scene interface 401A, in response to a call operation to the map interface 402A (e.g., clicking the shortcut key corresponding to the map interface), the map interface 402A is displayed in the virtual scene interface 401A as a floating layer.
[0078] 2. Display the virtual scene within the virtual scene interface, and display the map interface in an area outside the virtual scene interface. (Reference) Figure 4B , Figure 4B This is a schematic diagram of a map interface independent of the virtual scene interface provided in an embodiment of this application. Figure 4B The map interface 402B and the virtual scene interface 401B correspond to different tabs, with the map interface 402B displayed independently of the virtual scene interface 401B. This example demonstrates that the tab display method is only one way to display the map interface 402B independently of the virtual scene interface; in actual implementation, other methods can also be used to display the map interface 402B independently.
[0079] In step 302A, in response to the appearance of at least one second virtual object in a partial area, a location marker control is displayed on the map to represent the first location where the second virtual object is currently located.
[0080] Here, the second virtual object is any virtual object belonging to the same faction as the first virtual object.
[0081] For example, the location marker control for a virtual object moves synchronously with the virtual object's movement within the virtual scene, and also moves synchronously on the map. In addition to displaying the location marker control for virtual objects, the map can also display location marker controls for marker points and virtual vehicles. Marker points are points used to represent fixed locations on the map.
[0082] In some embodiments, markers can also be generated in the map by: displaying an entry into location marker mode in response to a trigger operation on a first marker control in the map; displaying a first custom marker at the clicked location in response to a click operation on the map; and displaying a second custom marker at the first location where the first virtual object is currently located in response to a trigger operation on a second marker control in the map.
[0083] Here, the first custom marker is used to be displayed synchronously in the map interface corresponding to the second virtual object. The second custom marker is also used to be displayed synchronously in the map interface corresponding to the second virtual object.
[0084] For example, map marker mode can be displayed in any of the following ways: a text prompt indicating that map marker mode has been entered, the map's background color is switched to another color, or the grid lines used as location references in the map are highlighted.
[0085] In this embodiment, custom markers are synchronously displayed on the map interface of the second virtual object, enabling teammates to share the location information corresponding to the markers. This facilitates teamwork among teammates based on different location markers. Simultaneously, the markers can serve as reference points for different locations on the map, allowing users to drag the location marker control to the desired location based on the reference point, thus improving the accuracy of the second location carried in the message.
[0086] Example, reference Figure 5D , Figure 5D This is a map illustration of the message processing method in a virtual scene provided in this application embodiment; in map 501A, the first marker control 501D and the second marker control 502D are respectively displayed on the inner edge of the map. Location marking mode can be entered by triggering the first marker control 501D (see reference). Figure 5A , Figure 5D , Figure 5D Map 501A in comparison to Figure 5AIn map 501A (displayed in a different color), in location marker mode, in response to a click operation on any location on the map, a first custom marker point is displayed at the clicked location. For example: first custom marker point D1. When the second marker control 502D is triggered, the second custom marker point D2 is displayed at the location of the first virtual object's location marker control X2.
[0087] In this embodiment, the second virtual object is a teammate of the first virtual object. The custom marker is used to be displayed synchronously in the map interface corresponding to the second virtual object. That is, the custom marker marked by the user on their own map is shared to the maps of other teammates. Each user in the same team can see the custom marker on their respective map, realizing the sharing of markers and improving interaction efficiency.
[0088] In some embodiments, the location marker control corresponding to the virtual vehicle can also be displayed in the following manner: in response to the appearance of at least one virtual vehicle (e.g., car, motorcycle, aircraft, etc.) in a certain area, a location marker control for representing the virtual vehicle being in a second location is displayed on the map, wherein the marker type of the location marker control of the virtual vehicle is virtual vehicle location marker.
[0089] For example, a virtual vehicle is a prop in a virtual scene used to carry virtual objects. In response to driving actions on the virtual vehicle, a screen displays the virtual vehicle carrying the virtual object moving within the virtual scene. The virtual vehicle's position marker control on the map moves as the virtual vehicle's position changes within the virtual scene. (Reference) Figure 6A , Figure 6A This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. The location marker control Z1 of the virtual vehicle is displayed adjacent to the location marker control X2 of the first virtual object. If the first virtual object drives the virtual vehicle corresponding to the location marker control Z1, the location marker control Z1 and the location marker control X2 are displayed superimposed, and the location marker control X2 and the location marker control Z1 move synchronously.
[0090] In step 303A, in response to a movement operation on the location marker control, the location marker control is moved from the first position to the second position.
[0091] In some embodiments, reference Figure 3B , Figure 3B This is a flowchart illustrating a message processing method in a virtual scenario provided in an embodiment of this application. Step 303A can be implemented through steps 3031B to 3033B, as detailed below.
[0092] In step 3031B, in response to the duration of the press operation on the location marker control reaching the press duration threshold, the location marker control corresponding to the press operation is displayed in magnified mode.
[0093] For example, the zoom-in mode displays the position marker control at a size that is a preset multiple of its original size. The preset multiple is greater than 1, for example, 1.2 times the original size. (See reference.) Figure 5B , Figure 5B This is a map illustration of the message processing method in a virtual scene provided in the embodiments of this application. Figure 5B The position marker control X3 in the image is displayed in a magnified mode, compared to... Figure 5A The location marker control X3, displayed at its original size, is now larger. A hand icon indicates a press operation on the location marker control X3. The press duration threshold can be 0.5 seconds or less. When the press duration reaches the threshold, the location marker control X3 is displayed in magnified mode. The location marker control X3 can also be moved.
[0094] In step 3032B, in response to a movement operation on the location marker control, the location marker control displayed in zoom mode is controlled to move synchronously from a first position.
[0095] In the example, the first position is the starting point of the movement operation. Synchronous movement means that during the movement operation, in response to the user's continuous pressing of the position marker control X3, the position marker control X3 is simultaneously displayed on the map at the corresponding pressing position of the movement operation. See also... Figure 5B The position marker control X3` represents the position marker control X3 after it has been moved. The arrow between the two indicates the direction of the move operation, and the dashed line represents the movement trajectory.
[0096] In step 3033B, in response to the move operation being released to the second position, the position marker control displayed in zoom mode is moved to the second position.
[0097] For example, the move is released when the user stops pressing the map or the user's press stops at the second position. Then, the second position is the endpoint of the move. See also... Figure 5B The second position of the location marker control X3` on map 501A is the endpoint of the movement operation.
[0098] In some embodiments, when multiple location marker controls are displayed on the map, redundant location marker controls can also be deleted in the following ways: in response to a selection operation on any location marker control, the selected location marker control is displayed in a selected state (e.g., inverted color, highlighted, checkmark, cross, etc.); in response to a deletion operation on a selected location marker control, the selected location marker control is deleted.
[0099] For example, when displaying location control markers for multiple second virtual objects, some of the location marker controls for the second virtual objects can be deleted; that is, only the location marker controls for the second virtual object that received the message can be retained. Deletion hides / covers the location marker controls for the second virtual object on the map, or displays the location marker controls for the second virtual object in a blurred manner.
[0100] refer to Figure 6B , Figure 6B This is a map illustration of the message processing method in a virtual scene provided in the embodiments of this application. Figure 6B In the above diagram, map 501A includes marker point Q1, location marker control X4 (representing the second virtual object numbered 4), and delete control 601B. A cross shape 602B is displayed on the selected marker point Q1 and location marker control X4 to indicate the selected state. In response to the deletion control 601B being triggered, the selected marker point Q1 and location marker control X4 are deleted. Figure 6B The image below shows map 501A with marker point Q1 and location marker control X4 removed.
[0101] In some embodiments, the location marker controls can also be automatically deleted by hiding the location marker controls of each second virtual object that has not been moved in response to a move operation on any location marker control.
[0102] refer to Figure 6C , Figure 6C This is a map illustration of the message processing method in a virtual scene provided in the embodiments of this application. Figure 6C In the above image, a press operation is applied to the location marker control X3. Map 501A includes location marker control X5 (representing the second virtual object numbered 5) and location marker control X4. Figure 6C In the image below, during the movement of position marker control X3, position marker controls X5 and X4, which were not moved, are hidden. For example, if the movement operation on position marker control X3 is released, the hidden position marker controls X5 and X4 are restored.
[0103] In this embodiment, by deleting some location marker controls, the obstruction of the map by too many location marker controls is avoided, saving the resources consumed by graphics computing. At the same time, it is convenient for users to observe and operate the map, so as to move the location marker control of the second virtual object that receives the message to the position required by the user, thereby improving the efficiency of human-computer interaction.
[0104] In step 304A, a message is sent to the second virtual object.
[0105] Here, the message is used to instruct the second virtual object to reach the second location and execute the instruction. The message carries the second location and the instruction, and the message is a point-to-point message.
[0106] For example, steps 303A and 304A are executed simultaneously, and the message types include voice messages, text messages, and mixed voice and text messages.
[0107] In some embodiments, a message can be sent to a second virtual object in any of the following ways:
[0108] 1. In response to the release of a movement operation on the location marker control, a message type selection control is displayed. In response to a selection operation on the type selection control, a message is sent to the second virtual object based on the selected message type. The message type selection control includes the following message types: voice message, text message, and mixed voice and text message. Mixed voice and text messages are presented as follows: the message text is displayed in the human-computer interaction interface of the second virtual object, while the corresponding voice message is played to the second virtual object.
[0109] 2. In response to the release of a movement operation on the location marker control, send a message to the second virtual object based on the set message type.
[0110] In some embodiments, instructing a second virtual object via a message includes:
[0111] 1. Display message content to the second virtual object in the form of voice or text, wherein the message content includes instructions and the second location. For example, the text content of the text message is "Go to building B (1234, 5678)", where "building B (1234, 5678)" is the second location, "go to" represents the movement instruction, and (1234, 5678) is the coordinate position of building B on the map.
[0112] 2. Display a message containing instructions to the second virtual object in the form of voice or text, and display at least one of the following on the map interface corresponding to the second virtual object: a location marker of the second location, the direction of the location marker control of the second location relative to the second virtual object, and the path between the location marker control of the second virtual object and the second location. In this method, the voice or text message may not contain the second location, or may not contain an explicit second location.
[0113] For example, the text message reads "Initiate an attack on the enemy," and the map interface corresponding to the second virtual object displays the path between the second virtual object and the second location of the enemy virtual object. The text message does not explicitly mention the second location, but the displayed path indicates the second location to the second virtual object.
[0114] 3. Display message content to the second virtual object in the form of voice or text, wherein the message content includes instructions and the second location. Display at least one of the following on the map interface corresponding to the second virtual object: the location marker of the second location, the direction of the location marker control of the second location relative to the second virtual object, and the path between the location marker control of the second virtual object and the second location.
[0115] For example, the message content is "Attack the enemy at (3216, 4578) on the plains," and the path between the second virtual object and the second location of the enemy virtual object is displayed on the map interface corresponding to the second virtual object. (3216, 4578) are the coordinates of the second location, and "on the plains" is a description of the second location.
[0116] In some embodiments, the second location may be displayed in the following ways: when a location marker control or location marker exists at the second location, the location marker control or location marker is highlighted (e.g., highlighted, circled with a label, displayed in another color, bolded, blinked, etc.); when no location marker control or location marker exists at the second location, a location marker is displayed at the second location.
[0117] The following example illustrates the process of instructing a second virtual object via a message, based on Method 2 described above. (See reference) Figure 7B , Figure 7BThis is a schematic diagram of the virtual scene interface corresponding to the second virtual object provided in this application embodiment. A map 702 is displayed in the upper right corner of the virtual scene 701. The movement operation-related screen in the map corresponding to the first virtual object is synchronously displayed on the map 702 of the second virtual object, making the message more prominent and facilitating timely response from the user corresponding to the second virtual object. The virtual scene 701 displays the message text 703 "Gather at Teammate #2," where Teammate #2 refers to the first virtual object, that is, the location set of the virtual objects corresponding to the user who sent the message. The map 702 displays the direction and path between the location marker control of the second virtual object and the second location.
[0118] In some embodiments, prior to step 303, the instruction carried by the message can be determined by: displaying an instruction control inside or outside the map, wherein the instruction control includes multiple types of candidate instructions; in response to an instruction selection operation for any one of the candidate instructions in the instruction control (the instruction selection operation can be performed before or after the movement operation), displaying the selected candidate instruction in a selected state, and using the selected candidate instruction as the instruction carried by the message.
[0119] For example, please continue to refer to [the example]. Figure 5A , Figure 5A The instruction control 502A is displayed outside of map 501A. (Reference) Figure 7A , Figure 7A This is a schematic diagram illustrating the arrangement of the instruction controls provided in this application embodiment. The instruction types corresponding to instruction control 502A include: attack instructions, defense instructions, and movement instructions. The darker areas indicate that the candidate instructions are selected. The selected state can also be displayed through highlighting, bolding, checkmarks, etc.
[0120] In some embodiments, for the selected state, in response to an instruction selection operation for any candidate instruction in the instruction control, the selected candidate instruction is maintained in the selected state until the next instruction selection operation is received; or, after sending a point-to-point message to the second virtual object, the display of the selected candidate instruction being in the selected state is switched to the display of the default instruction being in the selected state.
[0121] Here, the default instruction is the candidate instruction that is set to be automatically selected among multiple types of candidate instructions.
[0122] For example, the default command could be the first command in the descending order of the usage probabilities of all candidate commands. For instance, the move command is frequently used in virtual scenarios, so it could be used as the default command. The following example illustrates this: Suppose the default command is move. When the user selects the attack command and sends a message, the selected attack command is switched to the deselected state, and the move command is switched to the selected state. Alternatively, if the user selects the move command, it should remain selected until the next command selection operation.
[0123] In this embodiment, by automatically maintaining the selected state of candidate instructions in the instruction control or switching the default instruction to the selected state, the user is prevented from repeatedly operating the instruction control, thus saving message sending time and computing resources.
[0124] In some embodiments, prior to step 303, the instruction carried in the message can be determined by: displaying an instruction control inside or outside the map, wherein the instruction control includes multiple types of candidate instructions, and one of the candidate instructions is in an automatically selected state; in response to not receiving an instruction selection operation for any of the candidate instructions in the instruction control within a set time period, the candidate instruction in the automatically selected state is taken as the instruction carried in the message.
[0125] For example, the set duration can be 5 minutes. Assuming the move command in the command control is in an auto-selected state, if no command selection operation is received within 5 minutes, the move command in the auto-selected state will be used as the command carried in the message.
[0126] In this embodiment of the application, by setting the instruction to an automatic selection state, the instruction carried in the message can be selected for the user without frequent user operation, thus saving message sending time and computing resources.
[0127] In some embodiments, when the instruction control includes multiple candidate instructions, the multiple candidate instructions can also be sorted in any of the following ways:
[0128] 1. Sort candidate commands in descending or ascending order based on their usage frequency. For example: If the usage frequency of candidate commands for a given first virtual object is statistically analyzed, and the frequency of attack commands > the frequency of movement commands > the frequency of defense commands, then the candidate commands are sorted from highest to lowest frequency, and the sorted command controls are displayed on the map of the first virtual object.
[0129] 2. Sort according to the order in which each candidate command is set. For example, the order of candidate commands may be set by the user as movement command, attack command, and defense command.
[0130] 3. Sort each candidate instruction in ascending or descending order according to its usage probability.
[0131] For example, the ordering using probabilities adaptively changes based on each dragged second virtual object. That is, the order differs for different types of second virtual objects. For instance, second virtual object A frequently receives messages carrying attack instructions, see reference... Figure 7A In the instruction control 502A`, in the sorting corresponding to the second virtual object A, the attack instruction has the highest sorting order, while other instructions have lower sorting orders. Alternatively, the second virtual object B frequently receives messages carrying attack instructions; refer to... Figure 7A In the instruction control 502A, the movement instruction has the highest sorting order in the sorting corresponding to the second virtual object B.
[0132] In this embodiment, by sorting the instructions, the user's frequently used instructions or frequently used instructions for a certain second virtual object are displayed at the head of the instruction control, which makes it easy for the user to quickly find the required instructions and to send messages efficiently.
[0133] In some embodiments, the probability of using each candidate instruction can be determined by calling a neural network model based on the parameters of virtual objects in a virtual scene to perform prediction processing and obtain the probability of using each candidate instruction.
[0134] The parameters of the virtual object include at least one of the following: the position and attribute value of the first virtual object, wherein the attribute value includes combat power, health points, defense points, etc.; the position and attribute value of the second virtual object; and the difference between the attribute value of the faction to which the first virtual object belongs and the attribute value of the opposing faction (the difference in attribute value can represent the power balance between the opposing factions).
[0135] The neural network model is trained based on game data from at least two factions. The game data includes the positions and attribute values of multiple virtual objects in at least two factions, as well as the instructions executed by the virtual objects of the winning faction and the instructions executed by the virtual objects of the losing faction. Each instruction executed by the virtual objects of the winning faction is labeled with a probability of 1, and each instruction executed by the virtual objects of the losing faction is labeled with a probability of 0.
[0136] For example, the neural network model can be a graph neural network model or a convolutional neural network model. The initial neural network model is trained based on game data, so that the neural network model can predict the probability of each candidate instruction being used by the first virtual object based on the current parameters of virtual objects of the same faction.
[0137] In this embodiment, the usage probability is obtained through a neural network model, which improves the accuracy of obtaining the usage probability. The candidate instructions are sorted based on the usage probability, which makes it easier for users to quickly find the instructions they need and to send messages efficiently.
[0138] In some embodiments, reference Figure 3C , Figure 3C This is a flowchart illustrating a message processing method in a virtual scene provided in an embodiment of this application. Before step 304A, the message to be sent to the second virtual object can be determined through steps 3041C to 3042C, as described in detail below.
[0139] In step 3041C, based on the movement operation, the first position, and the second position, the starting position feature and the ending position feature corresponding to the movement operation in the virtual scene are determined, and the starting position feature and the ending position feature are used as triggering conditions.
[0140] For example, the starting position of the move operation is the first position, and the ending position is the second position. Positional characteristics can include the region where the position is located, the presence of markers nearby, etc.
[0141] In some embodiments, step 3041C can be implemented in the following ways: determining a first region (e.g., a non-safe zone or a safe zone) in which the first location is located in the virtual scene, and a second region (e.g., a non-safe zone or a safe zone) in which the second location is located in the virtual scene; determining the marker type corresponding to the second location in the map interface, wherein the marker type includes no marker, virtual object location marker, and virtual vehicle location marker; using the first region as the starting point location feature of the movement operation, and using the second region and the marker type as the ending point location feature of the movement operation.
[0142] For example, in the unsafe zone, the health of virtual objects will periodically decrease. Conversely, the safe zone is an area in the virtual scene where the health of virtual objects will not enter a periodically decreasing state. (Reference) Figure 5C , Figure 5C This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. The first position corresponding to the position marker control X3 is in the safe zone 501C, and the endpoint of the movement operation is within the safe zone 501C (the position of the position marker control X3). The marker class of the endpoint is unmarked.
[0143] In some embodiments, the marker type corresponding to the second location in the map interface can be determined by detecting a portion of the map centered on the second location (see reference). Figure 6G , Figure 6GThis is a map illustration of the message processing method in a virtual scene provided in this application embodiment. Part of the area 601G can be a circular area centered on the second location (the radius R of this circular area is positively correlated with the accuracy of erroneous operation identification). When at least one location marker control is detected, the marker type corresponding to the location marker control closest to the second location is taken as the marker type corresponding to the second location in the map interface; when no location marker control is detected, no marker is taken as the marker type corresponding to the second location in the map interface.
[0144] Continue to refer to Figure 6G If a location marker control X4 exists in some areas, then the marker type corresponding to the second location in the map interface is a virtual object location marker.
[0145] In step 3042C, a query is performed in the database based on the triggering conditions to obtain a message that matches the triggering conditions.
[0146] Here, the database stores the correspondence between different messages and different triggering conditions.
[0147] In some embodiments, when the type of instruction is a movement instruction and a virtual vehicle exists within a preset range around the second location, the message content is "go to the second location set and enter the virtual vehicle". This application embodiment uses a drivable vehicle as an example for illustration; please refer to [reference needed] for further details. Figure 6A The virtual vehicle's location marker control Z1 is displayed near the location marker control X2 of the first virtual object. A movement operation moves the location marker control X3 to the location marker control X2, and the message content can be "Gather at teammate 2's location, get in the vehicle".
[0148] In some embodiments, when the type of instruction is a movement instruction and no virtual vehicle exists at the second location, the message content is "Go to the set of second locations". (Continue to refer to...) Figure 5B When there is no virtual vehicle at the second location of the movement operation, the message content can be "Move to the specified location".
[0149] In some embodiments, when the instruction type is an attack instruction, the message content is "Go to the second location and attack." (See reference...) Figure 5E , Figure 5E This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. The currently selected instruction of the instruction control 502A is an attack instruction. Therefore, after moving the position marker control X3 to the second position, a small icon of the attack instruction can be displayed near the moved position marker control X3. The small icon of the attack instruction is simultaneously displayed on the map of the second virtual object, making it easier for the second virtual object to determine the location to be attacked. The message content can be "Attack the specified location".
[0150] In some embodiments, when the instruction type is a defensive instruction, the message content is "go to the second position to defend". The processing method for defensive instructions is the same as for offensive instructions, and will not be repeated here. The corresponding message content can be "defend the designated position".
[0151] In some embodiments, when a map of a portion of a virtual scene is displayed in the map interface, reference is made to... Figure 3D , Figure 3D This is a flowchart illustrating a message processing method in a virtual scene provided in an embodiment of this application. Messages can also be sent to a second virtual object outside the map via steps 302D to 304D, as detailed below.
[0152] In step 302D, a location marker control is displayed outside the map for locations where no virtual objects appear.
[0153] Here, the virtual object that has not appeared is the second virtual object that is not currently present in some areas.
[0154] Example, reference Figure 6D , Figure 6D This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. The location marker control X4 is number 4 and is the second virtual object located outside the scope of the virtual scene corresponding to the map. The location marker control X4 is displayed at the upper edge outside the map 501A.
[0155] In step 303D, in response to a movement operation of a location marker control for a location where no virtual object has appeared, the location marker control is moved from outside the map to a second location.
[0156] For example, the movement operation in step 303D is the same as in step 303A, and will not be described again here.
[0157] Continue to refer to Figure 6D The hand shape indicates a press operation. In response to the move operation, the location marker control X4 is moved from outside the map 501A to a second position inside the map 501A (the position where the location marker control X4` is located). The location marker control X4` is used to represent the location marker control X4 after the move.
[0158] In step 304D, a message is sent to the virtual object that has not appeared.
[0159] Here, the message carries a second location and instructions, and the message is a point-to-point message.
[0160] For example, steps 303D and 304D are executed simultaneously. Step 304D, which determines the message content, can be referenced from steps 3041C to 3042C above. The method of sending the message in step 304D is the same as in step 304A, and will not be repeated here.
[0161] In this embodiment, by displaying location marker controls for virtual objects not appearing on the map outside the map, and sending messages to virtual objects outside the map through movement operations, efficient message sending is achieved across all virtual objects in the entire virtual scene and all factions, reusing the map interface and saving computing resources.
[0162] In some embodiments, reference Figure 3E , Figure 3E This is a flowchart illustrating a message processing method in a virtual scene provided in this application embodiment. When a location marker control representing the current location of multiple second virtual objects is displayed on the map, step 303A can be implemented through steps 3031E and 3032E, and step 304A can be implemented through step 3041E, as detailed below.
[0163] In step 3031E, in response to the batch selection operation, multiple location marker controls are displayed in a selected state.
[0164] For example, the selected state can be represented by highlights, bold text, checkmarks, etc. (Reference) Figure 6E , Figure 6E This is a map illustration of the message processing method in a virtual scene provided in the embodiments of this application. Figure 6E In the image above, position marker controls X3, X4, and X5 are marked with a checkmark 601E. These three position marker controls are selected in batches and displayed in the selected state.
[0165] In step 3032E, in response to the move operation, multiple location marker controls are moved from their respective first positions to second positions.
[0166] For example, the move operation applies to any one of the selected position marker controls. See also... Figure 6E , Figure 6E In the image above, a hand is pressed on location marker control X3. The movement operation only applies to location marker control X3, which moves along the movement path on the map. When the movement operation is released to the second position, each location marker control that was not moved by the movement operation moves from its respective first position to the second position. Figure 6EIn the image below, the hand is in the second position, meaning the move operation has been released in the second position, and the position marker controls X4 and X5 have been moved to the second position.
[0167] In step 3041E, messages are sent to the second virtual objects corresponding to the multiple location marker controls.
[0168] Here, the message carries a second location and an instruction. Each second virtual object receives the same second location and instruction.
[0169] For example, steps 3032E and 3041E are executed simultaneously. The message sending method in step 3041E is the same as that in step 304A above, and will not be repeated here.
[0170] In this embodiment of the application, by batch selecting location marker controls, the map is reused and point-to-point messages are sent in batches to multiple teammate virtual objects. This improves the efficiency of message sending, avoids interference with teammates who are not involved in the message, avoids occupying the running memory of the client of teammates who are not involved in the message, avoids high resource consumption caused by high concurrency of messages, and saves the computing resources required for sending messages.
[0171] In some embodiments, reference Figure 3F , Figure 3F This is a flowchart illustrating a message processing method in a virtual scene provided in this application embodiment. After step 304, messages can also be sent to the unmoved virtual object through steps 305F to 306F, as described in detail below.
[0172] In step 305F, a message sending control corresponding to the unmoved virtual object is displayed on the map.
[0173] Here, the unmoved virtual object is a second virtual object to which no message has yet been sent, and the message sending control is used to repeatedly send messages.
[0174] Example, reference Figure 6F , Figure 6F This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. Location marker control X3 is moved to a second position. When the second virtual object (number 3) corresponding to location marker control X3 receives the corresponding message, location marker control X3 is displayed at the current position of the second virtual object (number 3). During the movement of location marker control X3, location marker control X4 is not moved; therefore, the second virtual object corresponding to location marker control X4 is an unmoved object, and a message sending control F1 is displayed near location marker control X4. The message sending control F1 is used to resend the previously sent message.
[0175] In step 306F, in response to a trigger operation for any message sending control, a message is sent to the unmoved virtual object corresponding to the triggered message sending control.
[0176] For example, continue to combine Figure 6F To illustrate, suppose the second virtual object corresponding to location marker control X3 receives the message "to the specified location set". When the message sending control F1 corresponding to location marker control X4 is triggered, the second virtual object corresponding to location marker control X4 also receives the message "to the specified location set".
[0177] In this embodiment of the application, by setting a message sending control, the previously sent message can be sent repeatedly. This eliminates the need for the user to re-move the location marker control in the map to the same endpoint as the previous movement operation, thus saving the operation time required for message sending.
[0178] This embodiment of the application displays a location marker control for a second virtual object that is in the same camp as the first virtual object in the map interface. When the location marker control of the second virtual object is moved, corresponding instructions and messages are sent to the second virtual object based on the movement operation. This realizes quick point-to-point message sending using the map interface of the virtual scene. There is no need to speak or type text; messages can be sent quickly by dragging the location marker control, saving the time required for message sending. Furthermore, since messages are sent only to the second virtual object, precise point-to-point message sending is achieved, avoiding interference with other virtual objects in the same camp. At the same time, the location marker control in the map interface of the virtual scene is reused, eliminating the need to set up new controls for message sending in the human-computer interaction interface and eliminating the need for a recording device (e.g., a microphone) to achieve point-to-point message sending, thus saving the computing resources required by the virtual scene.
[0179] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.
[0180] The message processing method in the virtual scene provided in this application embodiment can be applied in the following application scenarios:
[0181] In multiplayer competitive games played in virtual environments, communication methods include voice, pre-set shortcut messages, and text input. However, voice communication is limited by audio and playback devices; some players may not have microphones or headphones. Some players prefer text communication to avoid displaying their real voices, but text input is time-consuming. The game system's pre-set shortcut messages are limited and cannot fully convey the information players want to send. Messages visible or audible to the entire team may interfere with some teammates (high concurrency of visible or audible messages can prevent teammates from retrieving effective messages, and visible messages also waste computing resources, consuming memory on teammates' clients). Furthermore, these communication methods cannot achieve individual communication with a specific teammate. The message processing method in the virtual environment provided in this application reuses the virtual environment's map, enabling quick point-to-point messaging to teammates by moving the corresponding location marker control (e.g., teammate icon control) on the map, thus improving message sending efficiency with low computational resource consumption.
[0182] Below, by Figure 1B The following description uses the example of a terminal device 400 and a server 200 collaboratively executing a message processing method in a virtual scene provided in this application embodiment. (See reference...) Figure 8 , Figure 8 This is an optional flowchart illustrating a message processing method in a virtual scenario provided in this application embodiment, which will be combined with... Figure 8 The steps shown are explained.
[0183] In step 801, it is determined whether the duration of the press operation on the teammate icon control in the map is greater than the press time threshold.
[0184] For example, the map is a virtual map corresponding to the virtual scene. The virtual map is bound to a coordinate system, and the coordinates of each position in the virtual scene remain fixed in the virtual map. The teammate icon control is a position marker control in the map used to represent the position of a second virtual object that is in the same team (or faction) as the first virtual object corresponding to the user. The teammate icon control is a position marker control that can be manipulated (e.g., movement or pressing).
[0185] The following explanation is provided in conjunction with the accompanying drawings for reference. Figure 5A , Figure 5AThis is a map illustration of the message processing method in a virtual scene provided in this application embodiment. In map 501A, location marker control X2 is the location marker control for the first virtual object, and the number 2 indicates that the first virtual object's number in the team or faction is 2. Location marker control X3 is the second virtual object with the number 3. Map zoom control 503A and command control 502A are provided on the outer edge of map 501A. Map zoom control 503A is used to adjust the ratio between the map and the virtual scene. Moving the circular icon of map zoom control 503A towards the plus sign 504A zooms in on the map, and vice versa. Command control 502A is used to switch the type of command carried in the message sent to teammates.
[0186] For example, the press time threshold could be 0.5 seconds. When a user presses and holds a teammate's icon control for 0.5 seconds, an icon trigger operation is detected. The teammate's icon control can then move on the map based on the movement operation. In response to the icon trigger operation, the teammate's icon control is displayed in a magnified mode, and the teammate's icon control moves with the movement operation (i.e., maintaining the press operation and sliding or dragging the pressed position on the human-computer interaction interface). (See reference) Figure 5B , Figure 5B This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. The location marker control X3 is displayed in zoomed-in mode, compared to... Figure 5A The position marker control X3 is larger.
[0187] For example, in this embodiment of the application, the teammate icon control is displayed in a magnified mode, making the manipulated location marker control more eye-catching, facilitating user operation, and improving interaction efficiency.
[0188] In step 802, in response to a move operation on the teammate icon control, the teammate icon control is moved to the endpoint of the move operation.
[0189] For example, a movement operation can be a continuous drag or swipe operation.
[0190] Continue to refer to Figure 5BThe hand gesture indicates that the user's finger is pressing the location marker control X3. If the user maintains the press on location marker control X3 for more than 0.5 seconds, location marker control X3 can be moved. From its current first position, the user moves their finger to a second position in the direction of the arrow. Location marker control X3 follows the movement on the human-computer interaction interface. When the movement stops or is released, the position where it stopped or was released is taken as the endpoint of the movement, i.e., the second position. The location marker control X3` at the second position is the moved location marker control. Before a message is sent for the second virtual object, location marker control X3` is temporarily displayed at the second position. When the message is sent, the location marker control for the second virtual object returns to the current position corresponding to the second virtual object on the map.
[0191] In step 803, the currently selected instruction type is determined.
[0192] Example, reference Figure 7A , Figure 7A This is a schematic diagram showing the arrangement of the command controls provided in this application embodiment. The command types corresponding to the command control 502A include: attack commands, defense commands, and movement commands.
[0193] When the instruction type is move, step 804 is executed to determine the start position characteristics and end position characteristics of the move operation.
[0194] For example, the starting position feature refers to the area corresponding to the starting position in the virtual scene, such as the safe zone and the unsafe zone. In the unsafe zone, the virtual object's health will periodically decrease. Conversely, the safe zone is the area in the virtual scene where the virtual object's health will not enter the periodic decreasing state.
[0195] For example, the endpoint location feature refers to the area (e.g., safe zone, unsafe zone) corresponding to the endpoint location in the virtual scene, and whether there are location marker controls for virtual objects, virtual vehicles, or marker points within the circular area centered on the endpoint location. Marker points are points on a map used to represent locations. (Reference) Figure 5D , Figure 5D This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. In response to a trigger operation on the first marker control 501D, the system enters marker mode. In response to a selection operation on any location on the map, the system displays the first custom marker point corresponding to the selected location, for example, the first custom marker point D1. In response to a trigger operation on the second marker control 502D, the system displays the second custom marker point D2 at the location of the first virtual object's position marker control X2. Figure 5DIn the context of the movement operation, the endpoint location characteristics are: within the safe zone, a marker point exists, and the marker point is the first custom marker point D1.
[0196] For example, when a corresponding location marker or marker point exists at the destination, the message will contain content related to that location marker or marker point. For instance, if a virtual vehicle exists at the destination, the message might include phrases like "Get in the vehicle" or "Go to the vehicle location to get in the vehicle." If the destination is within the safe zone, the message might include phrases like "Enter the safe zone."
[0197] In step 805, based on the start-point location features and the end-point location features, the corresponding message is matched in the message triggering condition library.
[0198] For example, the trigger conditions for each triggerable message are pre-aggregated into a database (message trigger condition database). The message trigger condition database stores messages and their corresponding trigger conditions. When the endpoint location feature (or endpoint location feature and start point location feature) of a movement operation meets the trigger condition corresponding to the message, the corresponding message is sent to the teammate corresponding to the moved teammate icon control. After recognizing a swipe operation on a teammate icon control, the start and end positions of the swipe operation are used as trigger conditions, and matching the same trigger conditions in the trigger condition database. The start position is used to determine the behavior content of the virtual object in the sent message (entering the circle / moving). The end position is used to determine the destination term in the message (specified location / virtual object location / vehicle).
[0199] Taking the message corresponding to a movement command as an example, the relationship between the triggering condition and the message is as follows:
[0200] 1. When a teammate icon control is moved to a destination position with a marker, and both the starting and ending positions are within the safe zone, the corresponding message is "Moved to the marker position".
[0201] 2. When a teammate icon is moved to the destination position, and both the starting and ending positions of the vehicle are within the safe zone, the corresponding message is "Go to the vehicle position and get on the vehicle".
[0202] 3. The teammate icon control is moved to the endpoint position of the first virtual object, and the corresponding message is "Gather with me".
[0203] 4. If the starting position of the teammate icon control is outside the safe zone and the ending position is inside the safe zone, the corresponding message is "Enter the safe zone".
[0204] 5. If the starting position of a teammate icon control is in the safe zone and the destination position is occupied by other teammate icon controls, the corresponding message is "Gather at teammate's location".
[0205] In some embodiments, when the instruction type is a movement instruction, different start-point and end-point position features correspond to different messages, as detailed below.
[0206] In response to a movement operation on a teammate's icon control targeting a specific teammate, where the starting point of the movement is outside the safe zone in the virtual scene of the map, and the ending point is inside the safe zone in the virtual scene of the map, send a "Fast forward to safe zone" message to the specified teammate. (See reference) Figure 5C , Figure 5C This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. The location marker control X3 moves from outside the safe zone 501C to inside the safe zone 501C. Then, a text message "Fast forward to the safe zone" can be sent to a designated teammate, and the destination location corresponding to the movement operation will be displayed on the designated teammate's map interface.
[0207] In response to a movement operation targeting a specific teammate's icon control, where the starting point of the movement is within the safe zone and the ending point has a location marker, and the ending point is within the safe zone of the virtual scene on the map, a message "Go to designated location" will be sent to the designated teammate. The designated location is the location corresponding to the location marker, and the location marker will be highlighted in the designated teammate's map interface (e.g., by bolding the location marker, displaying it with a different color, or highlighting it). Similarly, if the teammate is outside the safe zone, a message "Enter the safe zone and go to designated location" will be sent. If the ending point of the movement operation is the location of the first virtual object, and there is no vehicle at the location of the first virtual object, a message "Meet me here" will be sent to the designated teammate. If there is a vehicle at the location of the first virtual object, a message "Get in the vehicle quickly" or "Get in the vehicle quickly at a certain location" will be sent to the designated teammate, where "certain location" refers to a location in the virtual scene.
[0208] In some embodiments, when a teammate icon control moves according to a movement operation, the server begins comparing the starting position feature of the movement operation with the trigger conditions in the message trigger condition library. When the movement operation ends, the server continues searching among the various messages corresponding to the starting position feature based on the ending position feature of the movement operation to obtain a matching trigger condition, and then sends out the message corresponding to the matching trigger condition. For example, if the user's first virtual object is located within the safe zone, and a movement operation is applied to a teammate icon control outside the safe zone, with the ending position of the movement operation being the current location of the first virtual object's location marker control, then the two conditions of "starting position outside the safe zone and ending position inside the safe zone" and "ending position being the location corresponding to the first virtual object" are met. Therefore, the message text "Hurry up and enter the safe zone, meet up with me" is sent to the teammate, and the location marker control corresponding to the first virtual object is prominently displayed on the map interface corresponding to the second virtual object (the teammate who receives the message from the first virtual object) (e.g., highlighted, circled with a label, displayed in a different color, or bolded, etc.), making it easier for the user to control the second virtual object to move to the location of the first virtual object.
[0209] In step 806, a matching message is sent to the teammate corresponding to the teammate icon control.
[0210] For example, message sending occurs when the movement operation stops (e.g., the user moves the location marker control to a certain position and then stops moving) or is released (e.g., the user releases their finger from pressing the location marker control).
[0211] For example, messages can be sent via voice, text, or a combination of voice and text. Methods of instructing a second virtual object via a message include:
[0212] 1. Display message content to the second virtual object in the form of voice or text, wherein the message content includes instructions and the second location.
[0213] For example, the text content of the text message is "Go to building B (1234, 5678)", where "building B (1234, 5678)" is the second location, "go to" represents the movement command, and (1234, 5678) is the coordinate position of building B on the map.
[0214] For example, the text content of the text message is "Go to the second floor of building A". "Go to" indicates a movement command, and "the second floor of building A" is a specific second location.
[0215] 2. Display a message containing instructions to the second virtual object in the form of voice or text, and display at least one of the following on the map interface corresponding to the second virtual object: a location marker of the second location, the direction of the location marker control of the second location relative to the second virtual object, and the path between the location marker control of the second virtual object and the second location. In this method, the voice or text message may not contain the second location, or may not contain an explicit second location.
[0216] For example: Reference Figure 7B , Figure 7B This is a schematic diagram of the virtual scene interface corresponding to the second virtual object provided in this application embodiment. A map 702 is displayed in the upper right corner of the virtual scene 701. The movement operation-related screen in the map corresponding to the first virtual object is synchronously displayed on the map 702 of the second virtual object, making the message more prominent and facilitating timely response from the user corresponding to the second virtual object. The virtual scene 701 displays the message text 703 "Gather at Teammate #2," where Teammate #2 refers to the first virtual object, that is, the location set of the virtual objects corresponding to the user who sent the message. The map 702 displays the direction and path between the location marker control of the second virtual object and the second location.
[0217] 3. Display message content to the second virtual object in the form of voice or text, wherein the message content includes instructions and the second location. Display at least one of the following on the map interface corresponding to the second virtual object: the location marker of the second location, the direction of the location marker control of the second location relative to the second virtual object, and the path between the location marker control of the second virtual object and the second location.
[0218] For example, the message text content is "Collect at the specified location (1472, 2147)". This text content is displayed in text or voice format on the human-computer interaction interface corresponding to the second virtual object. Furthermore, the location marker of the specified location, the path between the location marker control of the second virtual object and the location marker corresponding to the specified location, and the direction of the specified location relative to the location marker control of the second virtual object are displayed on the map of the second virtual object. Here, (1472, 2147) are the location coordinates of the specified location on the map. Figure 5F , Figure 5F This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. The location marker 501F of the second position is synchronously displayed in the map interface of the second virtual object receiving the message. Location marker 501F is displayed at the second position. Figure 5FThe position marker is a circle. In practice, the position marker can also be presented in the form of highlights, marker boxes, etc., and can also be marked with different colors to make the second position more eye-catching and easy for users to view when controlling the second virtual object. The dotted line between the position marker 501F and the position marker control X3 is the path between the two. The arrow from the position marker control X3 to the position marker 501F represents the direction between the two.
[0219] For example, the location marker control is a control that moves on the map according to the position of the marked object in the virtual scene. When the movement operation is released or stopped, and a message has been sent to the corresponding teammate, the location marker control is restored to the current position of the second virtual object. See also... Figure 5B When the message is sent, the position marker control X3` of the second position is hidden. If the current position of the second virtual object remains in the first position during the message sending process, the position marker control X3 that exits zoom mode is restored and displayed in the first position (exiting zoom mode means displaying the position marker control X3 at its original size).
[0220] When the instruction type is attack, step 807 is executed, and the corresponding message is matched in the message trigger condition library based on the endpoint position characteristics of the movement operation.
[0221] For example, the method for determining the terminal location characteristics in step 807 is the same as in step 804 above, and the message matching principle is the same as in step 805 above, so it will not be repeated here. Both defensive and offensive commands are commands that operate on virtual objects. The message matching principle for defensive commands is the same as that for offensive commands, so it will not be repeated here.
[0222] In some embodiments, in response to a movement operation on a teammate icon control targeting a specified teammate, when a marker point exists at the endpoint of the movement operation, a message "Attack Marked Location" is sent to the specified teammate. In response to a movement operation on a teammate icon control targeting a specified teammate, when an enemy virtual object exists at the endpoint of the movement operation, the text "Attack the Enemy" is sent to the specified teammate, and a location marker for the second position of the enemy virtual object is simultaneously displayed in the map interface corresponding to the specified teammate. (See reference) Figure 5E , Figure 5E This is a map illustration of the message processing method in a virtual scene provided in this application embodiment. The currently selected command of the command control 502A is an attack command. Therefore, after moving the position marker control X3 to the second position, a small icon of the attack command can be displayed at the second position. The small icon of the attack command is simultaneously displayed on the map of the second virtual object, making it easier for the second virtual object to determine the location to be attacked. (Continue to refer to...) Figure 5FWhen the movement operation is released, the location marker 501F of the second location is displayed in the map interface of the first virtual object. At the same time, the location marker 501F of the second location is synchronously displayed in the map interface corresponding to the second virtual object that received the message.
[0223] In some embodiments, in response to a movement operation of a teammate icon control targeting a specified teammate, if a marker point exists at the endpoint of the movement operation, a "Defend Marker Position" message is sent to the specified teammate. In response to a movement operation of a teammate icon control targeting a specified teammate, if another teammate icon control exists at the endpoint of the movement operation, a "Protect a Teammate" message is sent to the specified teammate, where "teammate" refers to a teammate's ID or name.
[0224] In this embodiment, messages are categorized and queried based on the type of instruction, which improves the efficiency of querying messages in the message trigger condition library and enables messages to be sent immediately when the move operation is released or terminated, thereby improving the message sending efficiency.
[0225] After step 807, step 806 is executed, sending a matched message to the teammate corresponding to the teammate icon control.
[0226] The specific method for sending messages has already been explained above, and will not be repeated here.
[0227] This application embodiment reuses the location marker control in the map of the virtual scene, allowing users to quickly send point-to-point messages to teammates by moving the location marker control representing teammates on the map. The point-to-point message sending method avoids interference with irrelevant players (players who do not need to receive the message) and avoids burdening the running memory of irrelevant players' clients. At the same time, it saves the graphics computing resources required by the virtual scene and is not limited by the audio or playback devices, thus realizing efficient message sending in the virtual scene.
[0228] The following description continues to illustrate the exemplary structure of the message processing device 455 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2As shown, the software modules in the message processing device 455 stored in the virtual scene in the memory 430 may include: a display module 4551, configured to display a map of at least a portion of the virtual scene in the map interface corresponding to the first virtual object; the display module 4551 is further configured to display a location marker control on the map to represent the first location of the second virtual object in response to the appearance of at least one second virtual object in the portion of the area, wherein the second virtual object is any virtual object belonging to the same faction as the first virtual object; and a message sending module 4552, configured to move the location marker control from the first location to a second location in response to a movement operation of the location marker control, and to send a message to the second virtual object, wherein the message carries the second location and an instruction.
[0229] In some embodiments, the message sending module 4552 is further configured to display an instruction control inside or outside the map, wherein the instruction control includes multiple types of candidate instructions; in response to an instruction selection operation for any one of the candidate instructions in the instruction control, the selected candidate instruction is used as the instruction carried in the message.
[0230] In some embodiments, the message sending module 4552 is further configured to, in response to an instruction selection operation for any candidate instruction in the instruction control, maintain the selected candidate instruction in the selected state before receiving the next instruction selection operation; or, after sending a message to the second virtual object, switch from displaying the selected candidate instruction in the selected state to displaying the default instruction in the selected state, wherein the default instruction is a candidate instruction among multiple types of candidate instructions that is set to be in the automatic selection state.
[0231] In some embodiments, the message sending module 4552 is further configured to display an instruction control inside or outside the map, wherein the instruction control includes multiple types of candidate instructions, and one of the candidate instructions is in an automatically selected state; in response to not receiving an instruction selection operation for any candidate instruction in the instruction control within a set time period, the candidate instruction in the automatically selected state is used as the instruction carried in the message.
[0232] In some embodiments, the message sending module 4552 is further configured to sort the multiple candidate instructions in any of the following ways when the instruction control includes multiple candidate instructions: sorting in descending or ascending order according to the usage frequency of each candidate instruction; sorting in the order in which each candidate instruction is set; or sorting in ascending or descending order according to the usage probability of each candidate instruction.
[0233] In some embodiments, the message sending module 4552 is further configured to call a neural network model for prediction processing based on the parameters of virtual objects in the virtual scene to obtain the usage probability corresponding to each candidate instruction; wherein, the parameters of the virtual object include at least one of the following: the position and attribute value of the first virtual object, wherein the attribute value includes combat power and health; the position and attribute value of the second virtual object; the difference between the attribute value of the faction to which the first virtual object belongs and the attribute value of the opposing faction; wherein, the neural network model is trained based on the game data of at least two factions, the game data includes: the position and attribute value of multiple virtual objects in at least two factions, and the instructions executed by the virtual objects of the winning faction and the instructions executed by the virtual objects of the losing faction; each instruction executed by the virtual objects of the winning faction is labeled with a probability of 1, and each instruction executed by the virtual objects of the losing faction is labeled with a probability of 0.
[0234] In some embodiments, when multiple location marker controls are displayed on the map, the message sending module 4552 is further configured to, in response to a selection operation on any one of the location marker controls, display the selected location marker control in a selected state; and in response to a deletion operation on the selected location marker control, delete the selected location marker control.
[0235] In some embodiments, when a map of a portion of a virtual scene is displayed in the map interface, the message sending module 4552 is further configured to display a location marker control for a virtual object that does not appear outside the map, wherein the virtual object that does not appear is a second virtual object that does not currently appear in the portion of the map; in response to a movement operation of the location marker control for the virtual object that does not appear, the location marker control is moved from outside the map to the second location, and a message is sent to the virtual object that does not appear, wherein the message is used to instruct the virtual object that it has reached the second location and executed an instruction.
[0236] In some embodiments, when a location marker control representing the current location of multiple second virtual objects is displayed on a map, the message sending module 4552 is further configured to display multiple location marker controls in a selected state in response to a batch selection operation; move the multiple location marker controls from their respective first locations to second locations in response to a movement operation; and send messages to the second virtual objects corresponding to the multiple location marker controls, wherein the messages are used to instruct the second virtual objects corresponding to the multiple location marker controls to reach the second location and execute the instructions.
[0237] In some embodiments, after sending a message to the second virtual object, the message sending module 4552 is further configured to display a message sending control corresponding to the unmoved virtual object in the map, wherein the unmoved virtual object is the second virtual object to which no message has yet been sent, and the message sending control is used to repeatedly send messages; in response to a triggering operation for any message sending control, a message is sent to the unmoved virtual object corresponding to the triggered message sending control.
[0238] In some embodiments, when the type of instruction is a movement instruction and a virtual vehicle exists at the second location, the message content is "go to the second location set and enter the virtual vehicle"; when the type of instruction is a movement instruction and no virtual vehicle exists at the second location, the message content is "go to the second location set"; when the type of instruction is a defense instruction, the message content is "go to the second location to defend"; when the type of instruction is an attack instruction, the message content is "go to the second location and attack".
[0239] In some embodiments, the message sending module 4552 is further configured to send a message to the second virtual object in any of the following ways: displaying a message type selection control in response to the release of a movement operation on the location marker control, wherein the message type selection control includes the following message types: voice message, text message, and mixed voice and text message; sending a message to the second virtual object based on the selected message type in response to a selection operation on the type selection control; and sending a message to the second virtual object based on a set message type in response to the release of a movement operation on the location marker control.
[0240] In some embodiments, the display module 4551 is further configured to display the map interface in any of the following ways before displaying a map of at least a portion of the virtual scene in the map interface corresponding to the first virtual object: displaying the virtual scene in the virtual scene interface and displaying the map interface on a floating layer covering a portion of the virtual scene interface; or displaying the virtual scene in the virtual scene interface and displaying the map interface in an area outside the virtual scene interface.
[0241] In some embodiments, the map is a preview of the entire area of the virtual scene, or the map is a preview of a portion of the virtual scene, wherein the portion of the scene is: the area radiating outward from the first virtual object.
[0242] In some embodiments, the message sending module 4552 is further configured to, in response to a press duration of a press operation on a location marker control reaching a press duration threshold, display the location marker control corresponding to the press operation in a magnified mode; in response to a movement operation on the location marker control, control the location marker control displayed in magnified mode to move synchronously from a first position; and in response to the movement operation being released to a second position, move the location marker control displayed in magnified mode to a second position.
[0243] In some embodiments, the message sending module 4552 is further configured to, before sending a message to the second virtual object, determine the starting position feature and the ending position feature corresponding to the movement operation in the virtual scene based on the movement operation, the first position, and the second position, and use the starting position feature and the ending position feature as trigger conditions; query the database based on the trigger conditions to obtain a message that matches the trigger conditions; wherein, the database stores the correspondence between different messages and different trigger conditions.
[0244] In some embodiments, the message sending module 4552 is further configured to determine a first region in the virtual scene where the first location is located and a second region in the virtual scene where the second location is located; determine the marker type corresponding to the second location in the map interface, wherein the marker type includes no marker, virtual object location marker, and virtual vehicle location marker; use the first region as the starting point location feature of the movement operation, and use the second region and the marker type as the ending point location feature of the movement operation.
[0245] In some embodiments, the message sending module 4552 is further configured to detect a partial area in the map centered on the second location; when at least one location marker control is detected, the marker type corresponding to the detected location marker control closest to the second location is taken as the marker type corresponding to the second location in the map interface; when no location marker control is detected, no marker is taken as the marker type corresponding to the second location in the map interface.
[0246] In some embodiments, the display module 4551 is further configured to display a location marker control on the map in response to the appearance of at least one virtual vehicle in a partial area, for representing that the virtual vehicle is in a second location, wherein the marker type of the location marker control of the virtual vehicle is a virtual vehicle location marker.
[0247] In some embodiments, the message sending module 4552 is further configured to, in response to a trigger operation on a first marker control in the map, display an entry into location marker mode; in response to a click operation on the map, display a first custom marker point at the clicked location on the map, wherein the first custom marker point is used to be synchronously displayed in the map interface corresponding to the second virtual object; and in response to a trigger operation on a second marker control in the map, display a second custom marker point at the first location where the first virtual object is currently located on the map, wherein the second custom marker point is used to be synchronously displayed in the map interface corresponding to the second virtual object.
[0248] This application provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the message processing method in the virtual scenario described above in this application embodiment.
[0249] This application provides a computer-readable storage medium storing executable instructions. When these executable instructions are executed by a processor, they cause the processor to execute a message processing method in a virtual scenario provided in this application. For example... Figure 3A The message processing method shown in the virtual scenario.
[0250] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.
[0251] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0252] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).
[0253] As an example, executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.
[0254] In summary, this application embodiment displays a location marker control for a second virtual object that is in the same camp as the first virtual object on the map, or displays a location marker control for the second virtual object outside the map. When the location marker control of the second virtual object is moved, corresponding instructions and messages are sent to the second virtual object based on the movement operation. This utilizes the map interface of the virtual scene to achieve quick point-to-point message sending. There is no need to speak or type text; messages can be sent quickly by dragging the location marker control, saving the time required for message sending. Furthermore, since messages are sent only to the second virtual object, precise point-to-point message sending is achieved, avoiding interference with other virtual objects in the same camp. At the same time, the location marker control in the map interface of the virtual scene is reused, eliminating the need to set up new controls for message sending in the human-computer interaction interface and eliminating the need for a recording device (e.g., a microphone) to achieve point-to-point message sending, thus saving the computing resources required by the virtual scene.
[0255] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A message processing method in a virtual scene, characterized in that, The method includes: In the map interface corresponding to the first virtual object, a map of at least a portion of the virtual scene is displayed; In response to the appearance of at least one second virtual object in the aforementioned partial area, a location marker control is displayed on the map to represent the current location of the second virtual object, wherein the second virtual object is any virtual object belonging to the same faction as the first virtual object; In response to a movement operation on the location marker control, the location marker control is moved from the first position to the second position; Based on the movement operation, the first position, and the second position, the starting position feature and the ending position feature corresponding to the movement operation in the virtual scene are determined, and the starting position feature and the ending position feature are used as triggering conditions. A message matching the triggering condition is determined, and the message is sent to the second virtual object, wherein the message is used to instruct the second virtual object to reach the second location and execute the instruction.
2. The method according to claim 1, characterized in that, Before moving the location marker control from the first position to the second position in response to a movement operation on the location marker control, the method further includes: Displaying instruction controls inside or outside the map, wherein the instruction controls include multiple types of candidate instructions; In response to an instruction selection operation for any of the candidate instructions in the instruction control, the selected candidate instruction is used as the instruction carried in the message.
3. The method as described in claim 2, characterized in that, The method further includes: In response to an instruction selection operation for any of the candidate instructions in the instruction control, the selected candidate instruction is maintained in the selected state until the next instruction selection operation is received; or, After sending the message to the second virtual object, the display switches from showing the selected candidate instruction as selected to showing the default instruction as selected, wherein the default instruction is a candidate instruction among the plurality of candidate instructions that is set to be in an automatically selected state.
4. The method according to claim 1, characterized in that, Before moving the location marker control from the first position to the second position in response to a movement operation on the location marker control, the method further includes: An instruction control is displayed inside or outside the map, wherein the instruction control includes multiple types of candidate instructions, and one of the candidate instructions is in an automatically selected state; If no instruction selection operation is received for any of the candidate instructions in the instruction control within a set time period, the candidate instruction that is in the automatic selection state will be used as the instruction carried in the message.
5. The method according to any one of claims 2 to 4, characterized in that, The method further includes: When the instruction control includes multiple candidate instructions, the multiple candidate instructions shall be sorted in any of the following ways: Sort the candidate instructions in descending or ascending order according to their frequency of use. Sort according to the order in which each of the candidate instructions is set; Sort the candidate instructions in ascending or descending order according to their usage probability.
6. The method according to claim 5, characterized in that, The method further includes: Based on the parameters of the virtual objects in the virtual scene, a neural network model is invoked to perform prediction processing to obtain the usage probability corresponding to each candidate instruction; The parameters of the virtual object include at least one of the following: the position and attribute value of the first virtual object, wherein the attribute value includes combat power and health; the position and attribute value of the second virtual object; and the difference between the attribute value of the faction to which the first virtual object belongs and the attribute value of the opposing faction. The neural network model is trained based on game data from at least two factions. The game data includes the positions and attribute values of multiple virtual objects in the at least two factions, as well as the instructions executed by the virtual objects of the winning faction and the instructions executed by the virtual objects of the losing faction. Each instruction executed by the virtual objects of the winning faction is labeled with a probability of 1, and each instruction executed by the virtual objects of the losing faction is labeled with a probability of 0.
7. The method according to claim 1, characterized in that, When multiple location marker controls are displayed on the map, the method further includes: In response to a selection operation for any of the location marker controls, the selected location marker control is displayed in a selected state; In response to a delete operation on the selected position marker control, the selected position marker control is deleted.
8. The method according to claim 1, characterized in that, When the map interface displays a map of a portion of the virtual scene, the method further includes: A location marker control is displayed outside the map to indicate the location of any virtual object that has not yet appeared, wherein the virtual object that has not yet appeared is the second virtual object that is not currently present in the specified area. In response to a movement operation of the location marker control for the location where no virtual object appears, the location marker control is moved from outside the map to the second location, and A message is sent to the non-present virtual object, wherein the message is used to instruct the non-present virtual object to arrive at the second location and execute the instruction.
9. The method according to claim 1, characterized in that, When a location marker control representing the current location of multiple second virtual objects is displayed on the map, the step of moving the location marker control from the first location to a second location in response to a movement operation on the location marker control, and sending a message to the second virtual object, includes: In response to a batch selection operation, multiple location marker controls are displayed in a selected state; In response to a movement operation, the plurality of location marker controls are moved from their respective first positions to the second positions, and The message is sent to the second virtual object corresponding to the plurality of location marker controls respectively, wherein the message is used to instruct the second virtual object corresponding to the plurality of location marker controls to reach the second position and execute the instruction.
10. The method according to claim 1, characterized in that, After sending a message to the second virtual object, the method further includes: The map displays a message sending control corresponding to an unmoved virtual object, wherein the unmoved virtual object is the second virtual object to which the message has not yet been sent, and the message sending control is used to repeatedly send the message; In response to a trigger operation on any of the message sending controls, the message is sent to the unmoved virtual object corresponding to the triggered message sending control.
11. The method according to claim 1, characterized in that, When the type of the instruction is a movement instruction and a virtual vehicle exists at the second location, the content of the message is to go to the second location set and enter the virtual vehicle; When the type of the instruction is a movement instruction and there is no virtual vehicle at the second location, the content of the message is "go to the set of the second locations"; When the type of the instruction is a defensive instruction, the content of the message is to proceed to the second position for defense; When the type of the instruction is an attack instruction, the content of the message is "go to the second location and attack".
12. The method according to claim 1, characterized in that, The method further includes: The message can be sent to the second virtual object in any of the following ways: In response to the release of a movement operation on the location marker control, a message type selection control is displayed, wherein the message type selection control includes the following message types: voice message, text message, and a mixed voice and text message; in response to a selection operation on the type selection control, the message is sent to the second virtual object based on the selected message type; In response to the release of a movement operation on the location marker control, the message is sent to the second virtual object based on the set message type.
13. The method according to claim 1, characterized in that, Before displaying a map of at least a portion of the virtual scene in the map interface corresponding to the first virtual object, the method further includes: The map interface can be displayed in any of the following ways: The virtual scene is displayed in the virtual scene interface, and the map interface is displayed on a floating layer that covers a portion of the virtual scene interface. The virtual scene is displayed in the virtual scene interface, and the map interface is displayed in an area outside the virtual scene interface.
14. The method according to claim 1, characterized in that, The map is a preview of the entire area of the virtual scene, or the map is a preview of a portion of the virtual scene, wherein the portion of the scene is the area radiating outward from the first virtual object.
15. The method as described in claim 1, characterized in that, The step of moving the location marker control from the first position to the second position in response to a movement operation on the location marker control includes: In response to the duration of the press operation on the location marker control reaching a press duration threshold, the location marker control corresponding to the press operation is displayed in a magnified mode; In response to a movement operation on the location marker control, the location marker control, which is displayed in zoom mode, is controlled to move synchronously from the first position; In response to the movement operation being released to the second position, the position marker control, which is displayed in zoom mode, is moved to the second position.
16. The method as described in claim 1, characterized in that, Before determining the message that matches the triggering condition, the method further includes: Based on the movement operation, the first position, and the second position, the starting position feature and the ending position feature corresponding to the movement operation in the virtual scene are determined, and the starting position feature and the ending position feature are used as triggering conditions. Based on the triggering condition, a query is performed in the database to obtain the message that matches the triggering condition; wherein, the database stores the correspondence between different messages and different triggering conditions.
17. The method as described in claim 16, characterized in that, The step of determining the start-point and end-point features of the movement operation in the virtual scene based on the movement operation, the first position, and the second position includes: Determine the first region in the virtual scene where the first position is located, and the second region in the virtual scene where the second position is located; Determine the marker type corresponding to the second location in the map interface, wherein the marker type includes no marker, virtual object location marker, and virtual vehicle location marker; The first region is used as the starting position feature of the movement operation, and the second region and the marker type are used as the ending position feature of the movement operation.
18. The method as described in claim 17, characterized in that, Determining the marker type corresponding to the second location in the map interface includes: Detect a portion of the map centered at the second location; When at least one of the location marker controls is detected, the marker type corresponding to the location marker control closest to the second location is used as the marker type corresponding to the second location in the map interface; When the location marker control is not detected, no marker will be used as the marker type corresponding to the second location in the map interface.
19. The method as described in claim 17, characterized in that, The method further includes: In response to the presence of at least one virtual vehicle in the aforementioned area, a location marker control for representing the virtual vehicle's location at the second position is displayed on the map, wherein the marker type of the location marker control for the virtual vehicle is a virtual vehicle location marker.
20. The method as described in claim 1, characterized in that, The method further includes: In response to a trigger operation on a first marker control in the map, the location marker mode is entered; in response to a click operation on the map, a first custom marker point is displayed at the clicked location on the map, wherein the first custom marker point is used to be displayed synchronously in the map interface corresponding to the second virtual object. In response to a trigger operation on a second marker control in the map, a second custom marker point is displayed at the first location where the first virtual object is currently located on the map, wherein the second custom marker point is used to be displayed synchronously in the map interface corresponding to the second virtual object.
21. A message processing device in a virtual scene, characterized in that, The device includes: The display module is configured to display a map of at least a portion of the virtual scene in the map interface corresponding to the first virtual object; The display module is further configured to, in response to the appearance of at least one second virtual object in the partial area, display a location marker control in the map to represent the current location of the second virtual object, wherein the second virtual object is any virtual object belonging to the same faction as the first virtual object; The message sending module is configured to, in response to a movement operation of the location marker control, move the location marker control from the first position to the second position; based on the movement operation, the first position, and the second position, determine the start position feature and the end position feature corresponding to the movement operation in the virtual scene, and use the start position feature and the end position feature as trigger conditions; determine a message that matches the trigger conditions, and send the message to the second virtual object, wherein the message is used to instruct the second virtual object to reach the second position and execute an instruction.
22. An electronic device, characterized in that, The electronic device includes: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the message processing method in the virtual scene according to any one of claims 1 to 20.
23. A computer-readable storage medium storing executable instructions, characterized in that, When the executable instructions are executed by the processor, they implement the message processing method in the virtual scene as described in any one of claims 1 to 20.
24. A computer program product, comprising a computer program or instructions, characterized in that, When the computer program or instructions are executed by the processor, they implement the message processing method in the virtual scene as described in any one of claims 1 to 20.
Citation Information
Patent Citations
Method and device for processing messages in game and electronic terminal
CN113730911A