Information processing method and device in game, computer device and storage medium
By displaying operation indicators and location indicators in the game, the game simulates real fishing operations, solving the problem of high operational difficulty in existing fishing gameplay and improving the player's gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-09-20
- Publication Date
- 2026-07-21
AI Technical Summary
Existing fishing techniques lack the feel of realistic fishing or require a high degree of hand-eye coordination, resulting in high operational difficulty and a poor player experience.
By displaying an operation indicator, including an operation icon and an operation area, the position of the operation icon in the operation area is determined based on the user's input operation. The controlled virtual character is then controlled to perform a pulling action, and a position indicator and effective pulling area are displayed to accumulate pulling progress, thus simulating the operation experience of real fishing.
It reduces the difficulty of capturing virtual objects, improves the player's gaming experience, and provides a realistic feel to the game.
Smart Images

Figure CN117323665B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, specifically to an information processing method, apparatus, computer equipment, and storage medium for games. Background Technology
[0002] With the development of the internet, a large number of different types of games have emerged to meet users' daily entertainment needs. Some role-playing games offer fishing gameplay, which can enrich the interaction between players and the game world.
[0003] However, the fishing gameplay in these technologies either lacks the feel of real fishing or requires a high degree of hand-eye coordination, making it difficult to operate and resulting in a poor operating experience for some players. Summary of the Invention
[0004] This application provides an information processing method, apparatus, computer device, and storage medium for games, improving the gaming experience for players.
[0005] This application provides an information processing method for games, including:
[0006] Display operation indicator, wherein the operation indicator includes operation identifier and operation area;
[0007] The position of the operation identifier in the operation indicator in the operation area is determined according to the user input operation, wherein the position of the operation identifier in the operation area is used to characterize the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene;
[0008] Control the controlled virtual character to perform a traction action corresponding to the user input operation;
[0009] Displays the position indicator and effective traction area;
[0010] The target position of the position indicator in the graphical user interface is determined based on the position of the operation identifier in the operation area and the movement parameters of the virtual object.
[0011] In response to the position indicator being located within the effective traction area, the traction progress is accumulated.
[0012] Accordingly, this application also provides an information processing device for games, including:
[0013] The first display unit is used to display an operation indicator, wherein the operation indicator includes an operation identifier and an operation area;
[0014] The first determining unit is used to determine the position of the operation identifier in the operation indicator in the operation area according to the user input operation, wherein the position of the operation identifier in the operation area is used to characterize the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene;
[0015] A control unit is used to control the controlled virtual character to perform a traction action corresponding to the user input operation;
[0016] The second display unit is used to display the position indicator and the effective traction area;
[0017] The second determining unit is used to determine the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object.
[0018] A processing unit is used to accumulate traction progress in response to the position indicator being located in the effective traction area.
[0019] Accordingly, this application also provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes an information processing method in any of the games provided in this application.
[0020] Accordingly, this application also provides a storage medium that stores multiple instructions, which are adapted for a processor to load and execute the information processing method in the game as described above.
[0021] This embodiment of the application displays an operation indicator during the virtual object capture operation performed by the player in a game. This operation indicator includes an operation identifier and an operation area. Then, based on the user's input, the position of the operation identifier within the operation area is determined. The position of the operation identifier within the operation area represents the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene. The controlled virtual character is controlled to perform the pulling action corresponding to the user's input. A position indicator and an effective pulling area are displayed. The target position of the position indicator in the graphical user interface is determined based on the position of the operation identifier within the operation area and the movement parameters of the virtual object. When the position indicator is within the effective pulling area, the pulling progress is accumulated. In this way, the player applies pulling force to the virtual object through input operations, providing a realistic operational experience. Furthermore, the display of the operation indicator and position indicator reduces the difficulty of capturing virtual objects in the game scene, thereby improving the player's gaming experience. Attached Figure Description
[0022] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0023] Figure 1 This is a scene diagram of an information processing system in a game provided in an embodiment of this application.
[0024] Figure 2 This is a flowchart illustrating an information processing method in a game, as provided in an embodiment of this application.
[0025] Figure 3 This is a schematic diagram illustrating an application scenario of an information processing method in a game, as provided in an embodiment of this application.
[0026] Figure 4 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0027] Figure 5 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0028] Figure 6 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0029] Figure 7 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0030] Figure 8 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0031] Figure 9 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0032] Figure 10 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0033] Figure 11 This is a flowchart illustrating another information processing method in a game provided in an embodiment of this application.
[0034] Figure 12 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0035] Figure 13This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application.
[0036] Figure 14 This is a structural block diagram of an information processing device for a game, provided as an embodiment of this application.
[0037] Figure 15 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0038] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0039] This application provides an information processing method, apparatus, storage medium, and computer device for games. Specifically, the method for using items in this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touchscreen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides 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 (Content Delivery Network), and big data and artificial intelligence platforms.
[0040] For example, when the information processing method in the game runs on a terminal, the terminal device stores the game application and is used to present virtual scenes in the game screen. The terminal device is used to interact with the user through a graphical user interface, such as downloading, installing, and running the game application. The terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal device's display screen or presenting the graphical user interface through holographic projection. For example, the terminal device can include a touch screen and a processor. The touch screen is used to present the graphical user interface and receive operation commands generated by the user interacting with the graphical user interface, which includes game screens. The processor is used to run the game, generate the graphical user interface, respond to operation commands, and control the display of the graphical user interface on the touch screen.
[0041] For example, when the information processing methods in a game run on a server, it can be considered cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and operation of item usage methods are completed on the cloud gaming server. Game screen presentation is completed on the cloud gaming client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, or personal digital assistant. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0042] Please see Figure 1 , Figure 1This is a schematic diagram of a game information processing system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Additionally, the terminal has one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. In addition, the system can include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases as different users play multiplayer games online.
[0043] This application provides an information processing method for games, which can be executed by a terminal or a server. This application uses the method of using items executed by a terminal as an example. The terminal includes a touch screen and a processor. The touch screen is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touch screen, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touch screen. The touch screen is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game can include a virtual scene drawn on a graphical user interface. Furthermore, the virtual scene can include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual scene can include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, restricting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene can also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface can present one or more indicators to provide guidance information to the player. For example, the game can include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by a computer, such as a robot using artificial intelligence (AI) algorithms, to achieve a human-computer interaction mode. For example, the virtual objects possess various skills or abilities that the player uses to achieve objectives. For example, virtual objects possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the player using one of several preset touch operations on the terminal's touchscreen display. The processor can be configured to respond to the operation commands generated by the user's touch operations to display the corresponding game screen.
[0044] It should be noted that, Figure 1 The schematic diagram of the information processing system in the game shown is merely an example. The image processing system and scene described in this application embodiment are for the purpose of more clearly illustrating the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of information processing systems in games and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0045] To address the aforementioned problems, this application provides an information processing method, apparatus, computer device, and storage medium for games, thereby improving the gaming experience for players. These will be described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0046] This application provides an information processing method for games, which can be executed by a terminal or a server. This application uses the execution of the information processing method in a game by a terminal as an example for illustration.
[0047] Please see Figure 2 , Figure 2 This is a flowchart illustrating an information processing method in a game, provided as an embodiment of this application. The specific flow of this information processing method in the game can be as follows:
[0048] 101. Display operation indicator.
[0049] In this embodiment of the application, a graphical user interface is provided through a terminal device. The graphical user interface can display a game interface corresponding to at least a portion of the game scene of the target game. The game scene may include a controlled virtual character and a target scene area.
[0050] Among them, the controlled virtual character can be the game character that the current game player controls through a terminal device.
[0051] The target scene area can be an activity area configured as a virtual object, such as a pond. The virtual object can be a non-player character configured in the game scene, such as a virtual animal, like various types of fish.
[0052] Specifically, controlled virtual characters in the game scene can hold virtual items, and can capture virtual objects in the game scene using virtual items.
[0053] For example, please see Figure 3 , Figure 3 This is a schematic diagram illustrating an application scenario of an information processing method in a game, as provided in an embodiment of this application. Figure 3The graphical user interface 10 shown displays a game scene, which may include a controlled virtual character 12 and a target scene area 11.
[0054] The target scene area 11 is the activity area of the virtual object 14 in the game scene. The controlled virtual character 12 can hold virtual props 13, such as a virtual fishing rod. The controlled virtual character 12 can use the virtual props 13 to capture the virtual object 14 in the target scene area 11. The target scene area 11 may include multiple virtual objects 14.
[0055] In this embodiment, the graphical user interface may also display an operation indicator, which is used to indicate the control information of the controlled virtual character on the virtual object, that is, the controlled virtual character pulls the virtual object through virtual props. Specifically, when a capture event of a virtual object is detected, the operation indicator can be displayed in the graphical user interface.
[0056] Among them, the capture event refers to the controlled virtual character capturing the target virtual object through virtual props, such as the virtual object biting the virtual prop.
[0057] In some embodiments, in order to simulate the realistic effect of capturing virtual objects, the step "Display Operation Indicator" may include the following operations:
[0058] In response to a trigger operation on a virtual prop, control the target part of the virtual prop to be placed into the target scene area;
[0059] In response to the capture event of the virtual object at the target location, an operation indicator is displayed on the graphical user interface.
[0060] In this embodiment of the application, the virtual prop may include a handheld part and a target part. The handheld part may be the part where the controlled virtual character comes into contact with the virtual prop, and the target part may be the part used to capture virtual objects.
[0061] Among them, the trigger operation can be an interactive operation with the graphical user interface, which can include touch operation or non-touch operation, such as the trigger operation for keyboard shortcuts, and the trigger operation for virtual props can be used to trigger the target part of the virtual prop to be placed into the target scene area.
[0062] In some embodiments, to facilitate the operation of game players, the step "in response to a trigger operation on a virtual item, controlling the target part of the virtual item to be placed into the target scene area" may include the following operations:
[0063] In response to a click operation on an input device, control the target part of the virtual prop to be placed into the target scene area.
[0064] The terminal device can be connected to an input device, which can be a mouse. The mouse is equipped with a left and right button, and the triggering operation of virtual props can be a non-touch operation, specifically a click operation of the left mouse button. That is, the click operation of the input device can be a click operation of the left mouse button.
[0065] For example, please see Figure 4 , Figure 4 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application. For example... Figure 4 In the graphical user interface 10 shown above, the virtual prop 13 includes a handheld part 131 and a target part 132. When a player clicks the left mouse button, the target part 132 of the virtual prop 13 is placed into the target scene area 11 after the click, resulting in... Figure 4 The lower graphical user interface 10 controls the target part 132 of the virtual prop 13 to be in the target scene area 11.
[0066] Specifically, in response to a capture event of a target virtual object by a target part, if a virtual object in the target scene area is detected to be captured by the target part of a virtual prop, an operation indicator can be displayed in the graphical user interface.
[0067] The operation indicator may include an operation icon and an operation area. The operation icon may be a mouse icon, and the operation area may be the linear areas on the left and right sides of the mouse icon.
[0068] For example, please see Figure 5 , Figure 5 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided by an embodiment of this application. When the target part of the virtual prop 13 captures the virtual object 141, an operation indicator 17 can be displayed in the graphical user interface. The operation indicator 17 includes an operation icon 171 and an operation area 172. The operation icon 171 can slide on both sides of the operation area 172.
[0069] In some embodiments, the operating area may include at least a first operating area and a second operating area. An operating identifier located in the first operating area can be used to characterize the controlled virtual character's pulling action on a virtual object in a first direction; an operating identifier located in the second operating area can be used to characterize the controlled virtual character's pulling action on a virtual object in a second direction.
[0070] For example, please see Figure 6 , Figure 6This is a schematic diagram illustrating an application scenario of another information processing method in a game provided by an embodiment of this application. When the target part of the virtual prop 13 captures the virtual object 141, an operation indicator 17 can be displayed in the graphical user interface. The operation indicator 17 includes an operation icon 171 and an operation area, which may include a first operation area 1721 and a second operation area 1722. Specifically, the first operation area 1721 is the left-side operation area, and the second operation area 1722 is the right-side operation area. The operation icon is initially located in the middle of the operation area.
[0071] 102. Determine the position of the operation indicator in the operation area based on the user's input operation.
[0072] In this embodiment, the target game can be a game controlled by a mouse, and the terminal device can be connected to an input device, which can be a mouse. The user input operation can be a sliding operation of the mouse, that is, controlling the operation icon to move left and right within the operation area by sliding the mouse.
[0073] In some embodiments, the step "determine the position of the operation identifier in the operation area of the operation indicator based on the user input operation" may include the following operations:
[0074] In response to a swipe operation, obtain the swipe direction and swipe distance;
[0075] Based on the sliding direction and sliding distance, the position of the operation indicator in the operation area is determined.
[0076] Specifically, the sliding operation can be the player's sliding operation on the mouse. When the player's sliding operation on the mouse is detected, the sliding direction and sliding distance are obtained. The direction of movement of the operation icon in the operation area is determined based on the sliding direction, and the distance of movement of the operation icon in the operation area along the moving direction is determined based on the sliding distance, thereby obtaining the position of the operation icon in the operation area.
[0077] The distance the operation icon moves in the operation area can be determined based on a preset distance correspondence. This preset distance correspondence includes different movement distances of the operation icon corresponding to different sliding distances. For example, if the mouse sliding distance is 1 cm, the corresponding movement distance of the operation icon in the operation area can be 1 cm, etc., which can be set according to the actual situation.
[0078] The position of the operation identifier in the operation area can be used to characterize the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene.
[0079] Specifically, the distance by which the operation identifier deviates from its initial position can be used to characterize the pulling force of the controlled virtual character pulling the virtual object; the direction by which the operation identifier deviates from its initial position can be used to characterize the pulling direction of the controlled virtual character pulling the virtual object.
[0080] The system presets the relationship between deviation distance and traction force. Different deviation distances correspond to different traction forces. For example, when the deviation distance is 1 centimeter, the corresponding traction force is 1 Newton. The greater the deviation distance, the greater the traction force.
[0081] For example, please continue reading Figure 6 When a player's mouse movement is detected, the control operation identifier 171 is moved across the operation area according to the movement operation identifier 171. If the movement operation identifier 171 moves to the first operation area 1721, it indicates that the controlled virtual character is pulling the virtual object in the first direction, and the pulling force is the force value corresponding to the offset distance. If the movement operation identifier 171 moves to the second operation area 1722, it indicates that the controlled virtual character is pulling the virtual object in the second direction, and the pulling force is the force value corresponding to the offset distance.
[0082] 103. Control the controlled virtual character to perform traction actions corresponding to the user's input operations.
[0083] Specifically, the traction action is the action of the controlled virtual character dragging virtual items. For example, if the user input operation is to slide the mouse to the right, the traction action can be the controlled virtual character dragging the virtual item to the right; or if the user input operation is to slide the mouse to the left, the traction action can be the controlled virtual character dragging the virtual item to the left.
[0084] 104. Display position indicator and effective traction area.
[0085] Among them, the position indicator can be used to represent the position information of the virtual object in the target scene area, specifically the position information of the virtual object relative to the controlled virtual character.
[0086] The effective traction area can be the effective position range of the position indicator when capturing virtual objects. That is, when the controlled virtual character captures virtual objects using virtual props, the position indicator needs to be kept within the effective traction area.
[0087] Specifically, when a capture event is triggered, a position indicator and the effective traction area can be displayed in the graphical user interface.
[0088] For example, please see Figure 7 , Figure 7This is a schematic diagram illustrating an application scenario of another information processing method in a game provided by an embodiment of this application. The target part of the virtual prop 13 captures the virtual object 141, and a position indicator 151 and an effective traction area 152 can be displayed in the graphical user interface.
[0089] 105. Determine the target position of the position indicator in the graphical user interface based on the position of the operation icon in the operation area and the movement parameters of the virtual object.
[0090] In this embodiment of the application, a movement logic for virtual objects in the target scene area is pre-configured, and the movement of virtual objects in the target scene area can be controlled according to the pre-configured movement logic.
[0091] The movement parameters of a virtual object can include the direction of movement and the force of movement.
[0092] The target position refers to the updated position of the position indicator after the virtual object is moved within the target scene area, based on the controlled virtual character's pulling action on the virtual object and the virtual object's own movement logic.
[0093] In some embodiments, the step "determine the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object" may include the following operations:
[0094] Determine whether the traction direction and the movement direction are consistent;
[0095] If they match, the sum of the traction force and the moving force is determined as the offset distance of the position indicator, and the traction direction is determined as the offset direction of the position indicator;
[0096] If they are inconsistent, the difference between the traction force and the moving force will be determined as the offset distance of the position indicator, and the direction corresponding to the larger of the median values of the traction force and the moving force will be determined as the offset direction of the position indicator.
[0097] The target location is determined based on the current position, offset direction, and offset distance of the position indicator in the graphical user interface.
[0098] Specifically, it is determined whether the direction of the traction action of the controlled virtual character on the virtual object is the same as the opposite direction of the virtual object's own movement. If the traction direction is the same as the movement direction, the sum of the traction force and the movement force can be determined as the offset distance of the position indicator, and the traction direction can be determined as the offset direction of the position indicator; if the traction direction is different from the movement direction, the difference between the traction force and the movement force can be determined as the offset distance of the position indicator, and the direction corresponding to the force with the larger of the two forces can be determined as the offset direction of the position indicator.
[0099] For example, the traction direction can be a first direction, and the traction force can be 'a'; the movement direction can be a first direction, and the movement force can be 'b'. Then, the first direction can be used as the offset direction of the position indicator. Based on the sum of the traction force 'a' and the movement force 'b', the offset distance of the position indicator can be determined. Specifically, the force and the corresponding offset distance can be determined based on the preset force-distance correspondence in this scheme.
[0100] For example, the traction direction can be a first direction, and the traction force can be 'a'; the movement direction can be a second direction, and the movement force can be 'b'. By comparing the magnitudes of the traction force 'a' and the movement force 'b', if the traction force 'a' is greater than the movement force 'b', the first direction corresponding to the traction force 'a' can be used as the offset direction of the position indicator. Based on the difference between the traction force 'a' and the movement force 'b', the offset distance of the position indicator can be determined.
[0101] Alternatively, if the traction force a is less than the movement force b, then the direction corresponding to the movement force b can be used as the offset direction of the position indicator. Based on the difference between the movement force b and the traction force a, the offset distance of the position indicator can be determined.
[0102] Furthermore, the position of the position indicator can be adjusted based on its current position, offset direction, and offset distance in the graphical user interface to obtain the target position.
[0103] In some embodiments, the graphical user interface may further include a movement area corresponding to the position indicator, and the effective traction area may be located within the movement area. Then, the step "determine the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object" may include the following operations:
[0104] The target position of the position indicator in the movement area is determined based on the position of the operation identifier in the operation area and the movement parameters of the virtual object.
[0105] For example, please continue reading Figure 7 The graphical user interface 10 may also include a movement area 15, which may be a semi-circular area, and the effective traction area 152 may be located within the movement area 15.
[0106] Specifically, the offset direction and offset distance of the position indicator are determined based on the position of the operation identifier in the operation area and the movement parameters of the virtual object. Then, the position indicator is controlled to move within the movement area according to the offset direction and offset distance to obtain the position after movement, which is the target position.
[0107] For example, if the offset direction is the first direction and the offset distance is 2, the position indicator 151 can be controlled to move 2 units to the left within the movement area 15.
[0108] In some embodiments, the movement area may include a first movement area and a second movement area connected at both ends of the effective traction area. The step "determine the target position of the position indicator in the movement area based on the position of the operation identifier in the operation area and the movement parameters of the virtual object" may include the following operations:
[0109] If the current position of the position indicator is in the first moving area / second moving area, the traction direction is different from the moving direction, and the traction force is greater than the moving force, then the position indicator will be moved from the first moving area / second moving area to the effective traction area.
[0110] If the current position of the position indicator is located in the first movement area / second movement area, the traction direction is different from the movement direction, and the traction force is less than the movement force, then the position indicator is controlled to remain in the first movement area / second movement area.
[0111] For example, please continue reading Figure 7 In the graphical user interface 10, the movement area 15 includes an effective traction area 152, and a first movement area 153 and a second movement area 154 located on both sides of the effective traction area 152. The effective traction area 152 is located in the middle of the movement area 15, and the areas of the first movement area 153 and the second movement area 154 can be the same.
[0112] If the current position of the position indicator 151 is located in the first moving area 153, the traction direction is different from the moving direction (the traction direction is to the right, and the moving direction is to the left), and the traction force is greater than the moving force, then the position indicator 151 can be moved from the first moving area 153 to the effective traction area 152.
[0113] If the current position of the position indicator 151 is located in the second movement area 154, the traction direction is different from the movement direction (the traction direction is to the right, and the movement direction is to the left), and the traction force is greater than the movement force, then the position indicator 151 can be moved from the second movement area 154 to the effective traction area 152.
[0114] If the current position of the position indicator 151 is located in the first moving area 153, the traction direction is different from the moving direction (the traction direction is to the right, and the moving direction is to the left), and the traction force is less than the moving force, then the position indicator 151 can be controlled to remain in the first moving area 153.
[0115] If the current position of the position indicator 151 is located in the first moving area 153, the traction direction is the same as the moving direction, and the sum of the traction force and the moving force is within the first force range, then the position indicator 151 can be controlled to remain in the first moving area 153.
[0116] If the current position of the position indicator 151 is located in the first moving area 153, the traction direction is the same as the moving direction (both directions are to the right), and the sum of the traction force and the moving force is greater than the first force range, then the position indicator 151 can be controlled to move from the first moving area 153 to the second moving area 154.
[0117] If the current position of the position indicator 151 is located in the first moving area 153, the traction direction is the same as the moving direction, and the sum of the traction force and the moving force is less than the first force range, then the position indicator 151 can be controlled to remain in the first moving area 153.
[0118] If the current position of the position indicator 151 is located in the second moving area 154, the traction direction is different from the moving direction (the traction direction is to the left and the moving direction is to the right), and the traction force is less than the moving force, then the position indicator 151 can be controlled to remain in the second moving area 154.
[0119] If the current position of the position indicator 151 is located in the second moving area 154, the traction direction is the same as the moving direction (both directions are to the left), and the sum of the traction force and the moving force is greater than the first force range, then the position indicator 151 can be controlled to move from the second moving area 154 to the first moving area 153.
[0120] If the current position of the position indicator 151 is located in the second moving area 154, the traction direction is the same as the moving direction, and the sum of the traction force and the moving force is less than the first force range, then the position indicator 151 can be controlled to remain in the second moving area 154.
[0121] 106. The response position indicator is located in the effective traction area, and the traction progress is accumulated.
[0122] Among them, traction progress refers to the progress value of the controlled virtual character capturing virtual objects.
[0123] In some embodiments, to facilitate players in viewing real-time progress information of capturing virtual objects, the following steps may also be included:
[0124] Displays traction progress.
[0125] In this embodiment of the application, the traction progress can also be displayed on the graphical user interface in response to the capture event of the virtual object.
[0126] For example, please refer to Figure 8 , Figure 8 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application. Figure 8 The graphical user interface 10 shown also displays progress information 16, which includes an arc-shaped indicator and a progress bar indicator 161. The total length of the arc-shaped indicator represents the preset total progress, and the length of the progress bar indicator 161 represents the traction progress.
[0127] The accumulating traction progress in response to the position indicator being in the effective traction area may include increasing the progress value of the traction progress when the position indicator remains in the traction area in the graphical user interface.
[0128] In some embodiments, to increase the game difficulty and improve the player's gaming experience, the method may further include the following steps:
[0129] In response to the position indicator being located outside the effective traction area, traction progress is not accumulated or is reduced.
[0130] Specifically, when the position indicator in the graphical user interface is detected to be outside the effective traction area, if the current traction progress is 0, the traction progress will not be accumulated; if the current traction progress is greater than 0, the traction progress will be reduced.
[0131] In some embodiments, "cumulative traction progress" may include the following operations:
[0132] The duration for which the position indicator remains within the effective traction area;
[0133] Adjust the progress value indicated by the progress bar according to the duration.
[0134] In this embodiment of the application, when the position indicator is within the effective traction area, the progress value of the control progress bar increases as the time increases, and the progress value can be the length of the progress bar indicator.
[0135] For example, please see Figure 9 , Figure 9 This is a schematic diagram illustrating an application scenario for another virtual object capture method provided in an embodiment of this application. For example... Figure 9 In the graphical user interface 10 shown above, if the position indicator 151 is within the effective traction area 152, and the position indicator 151 is kept within the effective traction area 152, then the capture progress can be increased as the time increases, resulting in the following: Figure 9 The length of the progress bar identifier 161 in the progress information 16 shown in the graphical user interface 10 below is increased.
[0136] In some embodiments, the method may further include the following steps:
[0137] In response to the traction progress being at full value, capture the virtual object.
[0138] Specifically, when the traction progress reaches the preset total progress, that is, when the length of the progress bar reaches the total length of the arc-shaped indicator, it indicates that the traction progress is at full value, and then the virtual object can be captured.
[0139] In some embodiments, the step "capture virtual object in response to traction progress being at full value" may include the following operations:
[0140] When the traction progress is at full value, a capture operation is initiated to capture the virtual object.
[0141] In this embodiment of the application, the terminal device can be connected to a keyboard, which can be configured with a capture function key. The capture operation can be a non-touch operation, specifically a trigger operation of the capture function key.
[0142] For example, when the traction progress is at its maximum, a virtual object can be captured if a player clicks the capture function key.
[0143] In some embodiments, the step "capture virtual object in response to the traction progress being at full value" may include the following operations:
[0144] When the traction progress reaches its maximum value, a capture prompt message is displayed;
[0145] Capture virtual objects in response to the operation corresponding to the capture prompt message.
[0146] Specifically, when the traction progress is detected to have reached its maximum value, a capture prompt message can be displayed in the graphical user interface. This capture prompt message can be used to prompt the player to capture virtual objects.
[0147] For example, please see Figure 10 , Figure 10 This is a schematic diagram illustrating an application scenario for another virtual object capture method provided in an embodiment of this application. For example... Figure 10 In the graphical user interface 10 shown, when the length of the progress bar indicator 161 reaches the total length of the arc-shaped indicator, it indicates that the traction progress is at full value. Then, a capture prompt message can be displayed in the graphical user interface. This capture prompt message can be the capture control 18. When a click operation of the capture control 18 is detected, the capture virtual object can be triggered.
[0148] In some embodiments, the step "capture virtual object in response to traction progress being at full value" may include the following operations:
[0149] In response to the traction progress reaching its maximum value within a preset time, a virtual object is captured.
[0150] The preset time is the set capture duration for the virtual object.
[0151] Specifically, when the progress value of the traction progress reaches the preset total progress within a preset time, that is, when the length of the progress bar reaches the total length of the arc-shaped indicator within a preset time, it indicates that the traction progress is at full value, and then the virtual object can be captured.
[0152] In some embodiments, the method may further include the following steps:
[0153] If the response traction progress does not reach the full value within the preset time, it is determined that the traction of the virtual object has failed.
[0154] Specifically, if the traction progress value does not reach the preset total progress within the preset time, it means that the traction progress has not reached the full value within the preset time. In this case, in order to avoid wasting the player's time waiting for capture, it can be determined that the current traction of the virtual object has failed. If the virtual object needs to be captured, the operation can be performed again.
[0155] This application discloses an information processing method in a game, comprising: displaying an operation indicator, wherein the operation indicator includes an operation identifier and an operation area; determining the position of the operation identifier in the operation area based on user input operation, wherein the position of the operation identifier in the operation area is used to characterize the traction force and / or traction direction of a controlled virtual character pulling a virtual object in a virtual scene; controlling the controlled virtual character to perform a traction action corresponding to the user input operation; displaying a position indicator and an effective traction area; determining the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object; and accumulating traction progress in response to the position indicator being in the effective traction area. Thus, players can apply traction force to virtual objects through input operation, providing a realistic operational experience. Furthermore, the display of the operation indicator and position indicator can reduce the difficulty of capturing virtual objects in the game scene, thereby improving the player's gaming experience.
[0156] Based on the above description, the following examples will further illustrate the information processing method in the game described in this application. Please refer to... Figure 11 , Figure 11 The flowchart illustrates another information processing method in a game provided in this application embodiment. Taking the application of this information processing method in a game to a terminal as an example, the specific process can be as follows:
[0157] 201. The terminal displays the game interface.
[0158] In this embodiment, a game interface is provided through a terminal device. The game interface includes a game scene of the target game. This game scene includes a game character currently controlled by the player through the terminal device, and also includes a virtual water area configured as the activity area for virtual objects, which can be virtual fish.
[0159] In addition, game characters can also carry virtual fishing gear, which can be used to catch virtual fish in virtual water bodies.
[0160] For example, please see Figure 12 , Figure 12 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application. Figure 12 The game interface 20 shown displays the game scene of the target game. The game scene may include a game character 22, a virtual water area 21, and a virtual object 24 in the virtual water area. The game character 22 may hold a virtual fishing tackle 23.
[0161] 202. The terminal responds to the first button operation and controls the virtual fishing tackle to cast the rod into the virtual water area.
[0162] In this embodiment of the application, the target game can be a PC game, and the terminal device can be connected to a mouse and keyboard, allowing game players to control game operations using the mouse and keyboard.
[0163] The mouse can be configured with a left and right button, and the keyboard can be configured with multiple buttons.
[0164] Specifically, the first button operation can be a left mouse button click. When the game detects the player's left mouse button click, releasing the left mouse button will control the virtual fishing tackle to cast the rod into the virtual water area, that is, to put the hook part of the virtual fishing tackle into the virtual water area.
[0165] 203. The terminal responds to the fishing event of the virtual fishing tackle targeting a virtual object and displays the fishing instruction information for the virtual object on the game interface.
[0166] Specifically, the fishing event of virtual fishing tackle catching a virtual object can include the virtual object being hooked by the hook part of the virtual fishing tackle.
[0167] The fishing instruction information may include float position information, fishing progress information, and dragging information of virtual fishing tackle.
[0168] The float position information indicates the location of the virtual object, while the fishing progress information indicates the progress of catching the virtual object. When the float position is within the valid range, the fishing progress increases; otherwise, the fishing progress decreases. When the fishing progress is full, the virtual object can be caught. The fishing progress essentially represents the cumulative time the player has spent operating the virtual fishing gear to maintain the float position within the valid range.
[0169] For example, please see Figure 13 , Figure 13 This is a schematic diagram illustrating an application scenario of another information processing method in a game provided in an embodiment of this application. Figure 13 In the game interface 20 shown, when the hook portion 231 of the virtual fishing tackle 23 hooks the virtual object 24, it can trigger the display of fishing instruction information for the virtual object on the game interface. The fishing instruction information may include float position information 25, fishing progress information 26, and dragging information 27 of the virtual fishing tackle.
[0170] The float position information 25 may include a float identifier 251 and an effective area 252. The position of the float identifier 251 on the semi-circular identifier corresponds to the position of the virtual object 24 relative to the virtual fishing tackle 23, and the effective area 252 corresponds to the position of the virtual fishing tackle 23. For a more detailed explanation of the float position information, please refer to the description of the position indication information in the above embodiments, which will not be repeated here.
[0171] The fishing progress information 26 may include a progress identifier 261, the length of which represents the fishing progress of the virtual object 24.
[0172] The drag information 27 for the virtual fishing tackle can include the drag operation of the virtual fishing tackle 23 in the game scene, which is mapped to the player's mouse sliding operation. For details, please refer to the above embodiment, which will not be elaborated here.
[0173] 204. When the terminal responds to the fishing instruction information and the preset fishing conditions are met, the fishing instruction information is displayed on the game interface.
[0174] Among these, the preset fishing conditions include the progress indicator in the fishing progress information reaching a preset length. For example, please continue reading... Figure 3 When the length of progress marker 261 reaches the total length of the circular marker in the fishing progress information, it means that the fishing progress is full, that is, the preset fishing conditions are met.
[0175] This allows the game interface to display a "catch" indicator, which can be used to prompt players to catch virtual objects.
[0176] 205. The terminal responds to the second button operation and executes the hooking event of the virtual object.
[0177] The second key operation can be a click operation on a target key on the keyboard (such as the space bar).
[0178] Specifically, when a player's click on the spacebar is detected, a virtual object can be retrieved, and the retrieved information can be displayed on the game interface, thus completing the retrieval of the virtual object.
[0179] This application discloses an information processing method in a game. The method includes: displaying a game interface on a terminal; responding to a first button operation, controlling a virtual fishing tackle to cast a line into a virtual water area; responding to a fishing event of the virtual fishing tackle catching a virtual object, displaying fishing instruction information for the virtual object on the game interface; responding to the fishing instruction information meeting preset fishing conditions, displaying a catch instruction information on the game interface; and responding to a second button operation, executing a catch event for the virtual object. This can improve the player's gaming experience.
[0180] To facilitate better implementation of the information processing method in games provided in this application, this application also provides an information processing device in games based on the aforementioned information processing method. The meanings of the terms used are the same as in the aforementioned information processing method in games, and specific implementation details can be found in the descriptions within the method embodiments.
[0181] Please see Figure 14 , Figure 14 A structural block diagram of an information processing device for a game provided in this application embodiment. The information processing device for the game includes:
[0182] The first display unit 301 is used to display an operation indicator, wherein the operation indicator includes an operation identifier and an operation area;
[0183] The first determining unit 302 is used to determine the position of the operation identifier in the operation indicator in the operation area according to the user input operation, wherein the position of the operation identifier in the operation area is used to characterize the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene;
[0184] Control unit 303 is used to control the controlled virtual character to perform a traction action corresponding to the user input operation;
[0185] The second display unit 304 is used to display the position indicator and the effective traction area;
[0186] The second determining unit 305 is used to determine the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object.
[0187] Processing unit 306 is used to accumulate traction progress in response to the position indicator being located in the effective traction area.
[0188] In some embodiments, the device may further include:
[0189] The third display unit is used to display the traction progress.
[0190] In some embodiments, the second determining unit 305 may include:
[0191] The first determining subunit is used to determine whether the traction direction is consistent with the movement direction;
[0192] The second determining subunit is used to determine the sum of the traction force and the movement force as the offset distance of the position indicator if they are consistent, and to determine the traction direction as the offset direction of the position indicator.
[0193] The third determining subunit is used to determine the difference between the traction force and the movement force as the offset distance of the position indicator if they are inconsistent, and to determine the direction corresponding to the larger of the median values of the traction force and the movement force as the offset direction of the position indicator.
[0194] The fourth determining subunit is used to determine the target position based on the current position of the position indicator in the graphical user interface, the offset direction, and the offset distance.
[0195] In some embodiments, the second determining unit 305 may include:
[0196] The fifth determining subunit is used to determine the target position of the position indicator in the movement area based on the position of the operation identifier in the operation area and the movement parameters of the virtual object.
[0197] In some embodiments, the fifth determining subunit may specifically be used for:
[0198] If the current position of the position indicator is located in the first movement area / second movement area, the traction direction is different from the movement direction, and the traction force is greater than the movement force, then the position indicator is moved from the first movement area / second movement area to the effective traction area;
[0199] If the current position of the position indicator is located in the first movement area / second movement area, the traction direction is different from the movement direction, and the traction force is less than the movement force, then the position indicator is controlled to remain in the first movement area / second movement area.
[0200] In some embodiments, the device may further include:
[0201] A processing unit is configured to, in response to the position indicator being located outside the effective traction area, not accumulate the traction progress or reduce the traction progress.
[0202] In some embodiments, the first determining unit 302 may include:
[0203] The first acquisition subunit is used to acquire the sliding direction and sliding distance of the sliding operation in response to the sliding operation;
[0204] The sixth determining subunit is used to determine the position of the operation identifier in the operation area based on the sliding direction and the sliding distance.
[0205] In some embodiments, the device may further include:
[0206] A capture unit is configured to capture the virtual object in response to the traction progress being at its maximum value.
[0207] In some embodiments, the capture unit may include:
[0208] The first capture subunit is used to capture the virtual object in response to a capture operation when the traction progress is at full value.
[0209] In some embodiments, the capture unit may include:
[0210] The display subunit is used to display a capture prompt message in response to the traction progress reaching the full value state.
[0211] The second capture subunit is used to capture the virtual object in response to the operation corresponding to the capture prompt information.
[0212] In some embodiments, the capture unit may include:
[0213] The second capture subunit is used to capture the virtual object in response to the traction progress reaching its maximum value within a preset time.
[0214] In some embodiments, the device may further include:
[0215] The second determining unit is used to determine that the traction of the virtual object has failed if the traction progress does not reach the full value within a preset time.
[0216] This application discloses an information processing device for a game. A first display unit 301 displays an operation indicator, which includes an operation identifier and an operation area. A first determining unit 302 determines the position of the operation identifier in the operation area based on user input. The position of the operation identifier in the operation area represents the pulling force and / or pulling direction of a controlled virtual character pulling a virtual object in a virtual scene. A control unit 303 controls the controlled virtual character to perform a pulling action corresponding to the user input. A second display unit 304 displays a position indicator and an effective pulling area. A second determining unit 305 determines the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object. A processing unit 306 accumulates the pulling progress in response to the position indicator being located in the effective pulling area. This improves the gaming experience for players.
[0217] Accordingly, embodiments of this application also provide a computer device, which can be a terminal. For example... Figure 15 As shown, Figure 15 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor. The processor 501 and the memory 502 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0218] The processor 501 is the control center of the computer device 500. It connects various parts of the computer device 500 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, it performs various functions of the computer device 500 and processes data, thereby monitoring the computer device 500 as a whole.
[0219] In this embodiment, the processor 501 in the computer device 500 loads the instructions corresponding to the processes of one or more applications into the memory 502 according to the following steps, and the processor 501 runs the applications stored in the memory 502 to achieve various functions:
[0220] Display an operation indicator, which includes an operation icon and an operation area;
[0221] The position of the operation identifier in the operation area is determined based on the user input operation. The position of the operation identifier in the operation area is used to characterize the pulling force and / or pulling direction of the virtual object pulled by the controlled virtual character in the virtual scene.
[0222] Control the controlled virtual character to perform traction actions corresponding to user input operations;
[0223] Displays the position indicator and effective traction area;
[0224] The target position of the position indicator in the graphical user interface is determined based on the position of the operation icon in the operation area and the movement parameters of the virtual object.
[0225] The response position indicator is located in the effective traction area, accumulating traction progress.
[0226] In some embodiments, the method further includes:
[0227] Displays traction progress.
[0228] In some embodiments, the operating area includes at least a first operating area and a second operating area;
[0229] The operation identifier is located in the first operation area and is used to represent the controlled virtual character's pulling on the virtual object in the first direction;
[0230] The operation identifier is located in the second operation area and is used to represent the controlled virtual character's pulling on the virtual object in the second direction.
[0231] In some embodiments, the distance of the operation identifier from its initial position is used to characterize the pulling force of the controlled virtual character pulling the virtual object; the direction of the operation identifier from its initial position is used to characterize the pulling direction of the controlled virtual character pulling the virtual object.
[0232] In some embodiments, the movement parameters include the movement direction and movement force of the virtual object;
[0233] Determine the target position of the position indicator in the graphical user interface based on the position of the operation icon in the operation area and the movement parameters of the virtual object, including:
[0234] Determine whether the traction direction and the movement direction are consistent;
[0235] If they match, the sum of the traction force and the moving force is determined as the offset distance of the position indicator, and the traction direction is determined as the offset direction of the position indicator;
[0236] If they are inconsistent, the difference between the traction force and the moving force will be determined as the offset distance of the position indicator, and the direction corresponding to the larger of the median values of the traction force and the moving force will be determined as the offset direction of the position indicator.
[0237] The target location is determined based on the current position, offset direction, and offset distance of the position indicator in the graphical user interface.
[0238] In some embodiments, the graphical user interface includes a movement area corresponding to a position indicator, and the effective traction area is located within the movement area;
[0239] Determine the target position of the position indicator in the graphical user interface based on the position of the operation icon in the operation area and the movement parameters of the virtual object, including:
[0240] The target position of the position indicator in the movement area is determined based on the position of the operation identifier in the operation area and the movement parameters of the virtual object.
[0241] In some embodiments, the moving area includes a first moving area and a second moving area connected at both ends of the effective traction area;
[0242] Determine the target position of the position indicator in the movement area based on the position of the operation identifier in the operation area and the movement parameters of the virtual object, including:
[0243] If the current position of the position indicator is in the first moving area / second moving area, the traction direction is different from the moving direction, and the traction force is greater than the moving force, then the position indicator will be moved from the first moving area / second moving area to the effective traction area.
[0244] If the current position of the position indicator is located in the first movement area / second movement area, the traction direction is different from the movement direction, and the traction force is less than the movement force, then the position indicator is controlled to remain in the first movement area / second movement area.
[0245] In some embodiments, the method further includes:
[0246] In response to the position indicator being located outside the effective traction area, traction progress is not accumulated or is reduced.
[0247] In some embodiments, determining the position of the operation identifier in the operation area of the operation indicator based on user input includes:
[0248] In response to a swipe operation, obtain the swipe direction and swipe distance;
[0249] Based on the sliding direction and sliding distance, the position of the operation indicator in the operation area is determined.
[0250] In some embodiments, the method further includes:
[0251] In response to the traction progress being at full value, capture the virtual object.
[0252] In some embodiments, capturing a virtual object in response to a traction progress reaching its maximum value includes:
[0253] When the traction progress is at full value, a capture operation is initiated to capture the virtual object.
[0254] In some embodiments, capturing a virtual object in response to a traction progress reaching its maximum value includes:
[0255] When the traction progress reaches its maximum value, a capture prompt message is displayed;
[0256] Capture virtual objects in response to the operation corresponding to the capture prompt message.
[0257] In some embodiments, capturing a virtual object in response to a traction progress reaching its maximum value includes:
[0258] In response to the traction progress reaching its maximum value within a preset time, a virtual object is captured.
[0259] In some embodiments, the method further includes:
[0260] If the response traction progress does not reach the full value within the preset time, it is determined that the traction of the virtual object has failed.
[0261] This embodiment of the application displays an operation indicator during the virtual object capture operation performed by the player in a game. This operation indicator includes an operation identifier and an operation area. Then, based on the user's input, the position of the operation identifier within the operation area is determined. The position of the operation identifier within the operation area represents the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene. The controlled virtual character is controlled to perform the pulling action corresponding to the user's input. A position indicator and an effective pulling area are displayed. The target position of the position indicator in the graphical user interface is determined based on the position of the operation identifier within the operation area and the movement parameters of the virtual object. When the position indicator is within the effective pulling area, the pulling progress is accumulated. In this way, the player applies pulling force to the virtual object through input operations, providing a realistic operational experience. Furthermore, the display of the operation indicator and position indicator reduces the difficulty of capturing virtual objects in the game scene, thereby improving the player's gaming experience.
[0262] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0263] Optional, such as Figure 15As shown, the computer device 500 also includes: a touch screen display 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch screen display 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507. Those skilled in the art will understand that... Figure 15 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0264] The touch display screen 503 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 503 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 501. It can also receive and execute commands from the processor 501. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 501 to determine the type of touch event. Subsequently, the processor 501 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 503 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 503 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 503 can also be used as part of the input unit 506 to achieve input functions.
[0265] The radio frequency circuit 504 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0266] Audio circuitry 505 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 505 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 505, converted back into audio data, and output to processor 501 for processing. The audio data is then transmitted via radio frequency circuitry 504 to, for example, another computer device, or output to memory 502 for further processing. Audio circuitry 505 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0267] The input unit 506 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0268] Power supply 507 is used to supply power to various components of computer device 500. Optionally, power supply 507 can be logically connected to processor 501 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0269] although Figure 15 As not shown in the diagram, the computer device 500 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0270] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0271] As can be seen from the above, the computer device provided in this embodiment can display an operation indicator, wherein the operation indicator includes an operation identifier and an operation area; determine the position of the operation identifier in the operation area based on the user input operation, wherein the position of the operation identifier in the operation area is used to characterize the traction force and / or traction direction of the controlled virtual character pulling the virtual object in the virtual scene; control the controlled virtual character to perform the traction action corresponding to the user input operation; display a position indicator and an effective traction area; determine the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object; and accumulate the traction progress in response to the position indicator being in the effective traction area.
[0272] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0273] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the information processing methods in a game provided by embodiments of this application. For example, the computer program can execute the following steps:
[0274] Display an operation indicator, which includes an operation icon and an operation area;
[0275] The position of the operation identifier in the operation area is determined based on the user input operation. The position of the operation identifier in the operation area is used to characterize the pulling force and / or pulling direction of the virtual object pulled by the controlled virtual character in the virtual scene.
[0276] Control the controlled virtual character to perform traction actions corresponding to user input operations;
[0277] Displays the position indicator and effective traction area;
[0278] The target position of the position indicator in the graphical user interface is determined based on the position of the operation icon in the operation area and the movement parameters of the virtual object.
[0279] The response position indicator is located in the effective traction area, accumulating traction progress.
[0280] In some embodiments, the method further includes:
[0281] Displays traction progress.
[0282] In some embodiments, the operating area includes at least a first operating area and a second operating area;
[0283] The operation identifier is located in the first operation area and is used to represent the controlled virtual character's pulling on the virtual object in the first direction;
[0284] The operation identifier is located in the second operation area and is used to represent the controlled virtual character's pulling on the virtual object in the second direction.
[0285] In some embodiments, the distance of the operation identifier from its initial position is used to characterize the pulling force of the controlled virtual character pulling the virtual object; the direction of the operation identifier from its initial position is used to characterize the pulling direction of the controlled virtual character pulling the virtual object.
[0286] In some embodiments, the movement parameters include the movement direction and movement force of the virtual object;
[0287] Determine the target position of the position indicator in the graphical user interface based on the position of the operation icon in the operation area and the movement parameters of the virtual object, including:
[0288] Determine whether the traction direction and the movement direction are consistent;
[0289] If they match, the sum of the traction force and the moving force is determined as the offset distance of the position indicator, and the traction direction is determined as the offset direction of the position indicator;
[0290] If they are inconsistent, the difference between the traction force and the moving force will be determined as the offset distance of the position indicator, and the direction corresponding to the larger of the median values of the traction force and the moving force will be determined as the offset direction of the position indicator.
[0291] The target location is determined based on the current position, offset direction, and offset distance of the position indicator in the graphical user interface.
[0292] In some embodiments, the graphical user interface includes a movement area corresponding to a position indicator, and the effective traction area is located within the movement area;
[0293] Determine the target position of the position indicator in the graphical user interface based on the position of the operation icon in the operation area and the movement parameters of the virtual object, including:
[0294] The target position of the position indicator in the movement area is determined based on the position of the operation identifier in the operation area and the movement parameters of the virtual object.
[0295] In some embodiments, the moving area includes a first moving area and a second moving area connected at both ends of the effective traction area;
[0296] Determine the target position of the position indicator in the movement area based on the position of the operation identifier in the operation area and the movement parameters of the virtual object, including:
[0297] If the current position of the position indicator is in the first moving area / second moving area, the traction direction is different from the moving direction, and the traction force is greater than the moving force, then the position indicator will be moved from the first moving area / second moving area to the effective traction area.
[0298] If the current position of the position indicator is located in the first movement area / second movement area, the traction direction is different from the movement direction, and the traction force is less than the movement force, then the position indicator is controlled to remain in the first movement area / second movement area.
[0299] In some embodiments, the method further includes:
[0300] In response to the position indicator being located outside the effective traction area, traction progress is not accumulated or is reduced.
[0301] In some embodiments, determining the position of the operation identifier in the operation area of the operation indicator based on user input includes:
[0302] In response to a swipe operation, obtain the swipe direction and swipe distance;
[0303] Based on the sliding direction and sliding distance, the position of the operation indicator in the operation area is determined.
[0304] In some embodiments, the method further includes:
[0305] In response to the traction progress being at full value, capture the virtual object.
[0306] In some embodiments, capturing a virtual object in response to a traction progress reaching its maximum value includes:
[0307] When the traction progress is at full value, a capture operation is initiated to capture the virtual object.
[0308] In some embodiments, capturing a virtual object in response to a traction progress reaching its maximum value includes:
[0309] When the traction progress reaches its maximum value, a capture prompt message is displayed;
[0310] Capture virtual objects in response to the operation corresponding to the capture prompt message.
[0311] In some embodiments, capturing a virtual object in response to a traction progress reaching its maximum value includes:
[0312] In response to the traction progress reaching its maximum value within a preset time, a virtual object is captured.
[0313] In some embodiments, the method further includes:
[0314] If the response traction progress does not reach the full value within the preset time, it is determined that the traction of the virtual object has failed.
[0315] This embodiment of the application simplifies the capture operation of virtual objects in a game scene by displaying an operation indicator. This indicator includes an operation identifier and an operation area. Then, based on the user's input, the position of the operation identifier within the operation area is determined. The position of the operation identifier in the operation area represents the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene. The controlled virtual character is controlled to perform the pulling action corresponding to the user's input. A position indicator and an effective pulling area are displayed. The target position of the position indicator in the graphical user interface is determined based on the position of the operation identifier in the operation area and the movement parameters of the virtual object. When the position indicator is within the effective pulling area, the pulling progress is accumulated. This simplifies the capture operation of virtual objects in the game scene. Players can apply pulling force to virtual objects through input operations, providing a realistic operating experience. Furthermore, the display of the operation indicator and position indicator reduces the difficulty of capturing virtual objects in the game scene, thereby improving the player's gaming experience.
[0316] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0317] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0318] Since the computer program stored in the storage medium can execute the steps in any of the information processing methods in the game provided in the embodiments of this application, the beneficial effects that the information processing methods in the game provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0319] The foregoing has provided a detailed description of an information processing method, apparatus, storage medium, and computer device for games provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. An information processing method in a game, characterized in that, The method includes: Display operation indicator, wherein the operation indicator includes operation identifier and operation area; The position of the operation identifier in the operation indicator in the operation area is determined according to the user input operation, wherein the position of the operation identifier in the operation area is used to characterize the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene; Control the controlled virtual character to perform a traction action corresponding to the user input operation; Displays the position indicator and effective traction area; The target position of the position indicator in the graphical user interface is determined based on the position of the operation identifier in the operation area and the movement parameters of the virtual object. In response to the position indicator being located within the effective traction area, the traction progress is accumulated.
2. The method according to claim 1, characterized in that, The method further includes: The traction progress is displayed.
3. The method according to claim 1, characterized in that, The operating area includes at least a first operating area and a second operating area; The operation identifier, located in the first operation area, is used to represent the controlled virtual character's pulling on the virtual object in a first direction; The operation identifier, located in the second operation area, is used to characterize the controlled virtual character's pulling effect on the virtual object in the second direction.
4. The method according to claim 1, characterized in that, The distance by which the operation identifier deviates from its initial position is used to characterize the pulling force of the controlled virtual character pulling the virtual object; the direction by which the operation identifier deviates from its initial position is used to characterize the pulling direction of the controlled virtual character pulling the virtual object.
5. The method according to claim 1, characterized in that, The movement parameters include the movement direction and movement force of the virtual object; Determining the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object includes: Determine whether the traction direction is consistent with the movement direction; If they match, the sum of the traction force and the movement force is determined as the offset distance of the position indicator, and the traction direction is determined as the offset direction of the position indicator; If they are inconsistent, the difference between the traction force and the movement force is determined as the offset distance of the position indicator, and the direction corresponding to the larger of the median values of the traction force and the movement force is determined as the offset direction of the position indicator. The target location is determined based on the current position of the location indicator in the graphical user interface, the offset direction, and the offset distance.
6. The method according to claim 5, characterized in that, The graphical user interface includes a movement area corresponding to the position indicator, and the effective traction area is located within the movement area; Determining the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object includes: The target position of the position indicator in the movement area is determined based on the position of the operation identifier in the operation area and the movement parameters of the virtual object.
7. The method according to claim 6, characterized in that, The moving area includes a first moving area and a second moving area connected to both ends of the effective traction area. Determining the target position of the position indicator in the movement area based on the position of the operation identifier in the operation area and the movement parameters of the virtual object includes: If the current position of the position indicator is located in the first movement area / second movement area, the traction direction is different from the movement direction, and the traction force is greater than the movement force, then the position indicator is moved from the first movement area / second movement area to the effective traction area; If the current position of the position indicator is located in the first movement area / second movement area, the traction direction is different from the movement direction, and the traction force is less than the movement force, then the position indicator is controlled to remain in the first movement area / second movement area.
8. The method according to claim 1, characterized in that, The method further includes: In response to the position indicator being located outside the effective traction area, the traction progress is not accumulated or the traction progress is reduced.
9. The method according to claim 1, characterized in that, Determining the position of the operation identifier in the operation area based on user input includes: In response to a sliding operation, the sliding direction and sliding distance of the sliding operation are obtained; Based on the sliding direction and the sliding distance, the position of the operation indicator in the operation area is determined.
10. The method according to claim 1, characterized in that, The method further includes: In response to the traction progress being at full value, the virtual object is captured.
11. The method according to claim 10, characterized in that, The response to the traction progress being at full value, capturing the virtual object, includes: When the traction progress is at its maximum value, a capture operation is initiated to capture the virtual object.
12. The method according to claim 10, characterized in that, The response to the traction progress being at full value, capturing the virtual object, includes: In response to the traction progress reaching its maximum value, a capture prompt message is displayed; In response to the operation corresponding to the capture prompt information, the virtual object is captured.
13. The method according to claim 10, characterized in that, The response to the traction progress being at full value, capturing the virtual object, includes: In response to the traction progress reaching its maximum value within a preset time, the virtual object is captured.
14. The method according to claim 1, characterized in that, The method further includes: If the traction progress does not reach its maximum value within a preset time, it is determined that the traction of the virtual object has failed.
15. An information processing device for games, characterized in that, The device includes: The first display unit is used to display an operation indicator, wherein the operation indicator includes an operation identifier and an operation area; The first determining unit is used to determine the position of the operation identifier in the operation indicator in the operation area according to the user input operation, wherein the position of the operation identifier in the operation area is used to characterize the pulling force and / or pulling direction of the controlled virtual character pulling the virtual object in the virtual scene; A control unit is used to control the controlled virtual character to perform a traction action corresponding to the user input operation; The second display unit is used to display the position indicator and the effective traction area; The second determining unit is used to determine the target position of the position indicator in the graphical user interface based on the position of the operation identifier in the operation area and the movement parameters of the virtual object. A processing unit is used to accumulate traction progress in response to the position indicator being located in the effective traction area.
16. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein, When the processor executes the program, it implements the information processing method in the game as described in any one of claims 1 to 14.
17. A storage medium, characterized in that, The storage medium stores multiple instructions, which are adapted for loading by a processor to execute the information processing method in the game according to any one of claims 1 to 14.