Method and device for processing information in game and electronic equipment
By controlling the virtual character to perform a specific action sequence and slow down to display the action details, the interface switching problem of gamers when learning virtual character actions is solved, improving the game experience.
Patent Information
- Application Number
- CN202310687587.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-09
- Publication Date
- 2024-12-10
AI Technical Summary
When gamers appreciate and learn specific moves of virtual characters, the prior art requires frequent switching of game interfaces and video interfaces, resulting in cumbersome operations and possible loss of details.
By controlling the target virtual character to execute a specific action sequence at the first speed, and responding to the command event during execution, decelerating the current action, displaying the action schematic image and action description content, realizing the display of action details and avoiding interface switching.
It improves the player's gaming experience, facilitates observation and learning of action details, is simple to operate, and does not need to switch between the game interface and the video interface.
Smart Images

Figure CN119097911A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to an information processing method, device and electronic device in a game. Background Art
[0002] Some game players need to appreciate and learn specific moves of virtual characters in games. A common way is to watch other people's game live broadcasts or game videos. For some continuous or complex actions, players may need to pause the video content multiple times to observe the details of the action. This method may require switching back and forth between the game interface and the video interface, which may result in cumbersome operations and loss of details. Summary of the invention
[0003] In view of this, the present disclosure provides an information processing method, device and electronic device in a game. When a target virtual character performs a specific action, the speed at which the target virtual character performs the action can be controlled to slow down, and an action diagram and action description content of the specific action can be displayed at the same time to show rich action details, making it convenient for players to observe and learn the details of the specific action without switching between the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
[0004] In a first aspect, an embodiment of the present disclosure provides an information processing method in a game, the method comprising: displaying a target virtual character; controlling the target virtual character to execute a specific action sequence at a first speed; in the process of the target virtual character automatically executing the specific action sequence, responding to a command event, controlling the target virtual character to execute a current action in the specific action sequence at a second speed, and displaying an action schematic image and action description content for the current action; wherein the second speed is less than the first speed.
[0005] The above-mentioned display of the target virtual character includes: displaying a first scene picture of a game scene; the game scene includes a controlled virtual character, and the first scene picture is obtained by photographing the virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device; displaying the target virtual character at a second scene position, and switching the first scene picture to a second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with the virtual camera.
[0006] The above-mentioned displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen includes: in response to the controlled virtual character moving to the first scene position of the game scene, displaying the first prompt information at the second scene position of the game scene; in response to the first operation, displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen; wherein the first operation is a trigger operation for the first prompt information or an operation for the shortcut key indicated by the first prompt information.
[0007] In response to the first operation, the target virtual character is displayed at the second scene position, and after the first scene screen is switched to the second scene screen, the method further includes: displaying a countdown of a preset time limit and a target score for the target virtual character; wherein the time limit is used to indicate: the execution time of the target virtual character to perform a specific action sequence; and the target score is used to indicate: the score required to complete the learning task of the target virtual character for the specific action sequence.
[0008] The above-mentioned controlling the target virtual character to perform a specific action sequence at a first speed includes: automatically controlling the target virtual character to perform a specific action sequence at a first speed according to preset configuration information; wherein the configuration information at least includes: a plurality of virtual actions preset by the target virtual character and a first speed for performing the plurality of virtual actions.
[0009] The above-mentioned method of automatically controlling the target virtual character to execute a specific action sequence at a first speed according to preset configuration information includes: obtaining multiple virtual actions preset by the target virtual character and the first speed for executing the multiple virtual actions from the configuration information; randomly sorting the multiple virtual actions to obtain a specific action sequence, and automatically controlling the target virtual character to execute the specific action sequence at the first speed.
[0010] The above-mentioned automatic control of the target virtual character to execute the specific action sequence at the first speed includes: sending sequence information of the specific action sequence to the behavior tree corresponding to the target virtual character; the behavior tree is configured in the server; the behavior tree is used to provide action execution instructions according to the sequence information; receiving the action execution instruction for the first virtual action in the specific action sequence sent by the server, and determining the action node of the first virtual action from a preset resource file according to the action execution instruction; and controlling the target virtual character to execute the first virtual action at the first speed through the action node.
[0011] The target virtual character is preset with multiple virtual actions, and at least some of the multiple virtual actions are preset with quick response events; in response to the instruction event, the target virtual character is controlled to execute the current action in the specific action sequence at a second speed, and an action schematic image and action description content for the current action are displayed, including: in response to the target virtual character executing a first virtual action, and the first virtual action is preset with a first event, the target virtual character is controlled to execute the first virtual action at the second speed, and interactive prompt information of the first event is displayed; wherein the interactive prompt information is used to indicate: executing a specified interactive operation corresponding to the first event; in response to the specified interactive operation, an action schematic image and action description content for the first virtual action are displayed.
[0012] The above-mentioned response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interactive prompt information of the first event, includes: in response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a pre-configured data table; triggering the first event according to the relevant data, controlling the target virtual character to perform the first virtual action at the second speed, and displaying interactive prompt information of the first event.
[0013] The above-mentioned display of an action schematic image and action description content for the first virtual action in response to a specified interactive operation includes: within a preset time, in response to the specified interactive operation, simultaneously displaying a screen of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and an action description content.
[0014] Within a preset time, in response to a designated interactive operation, the method further includes: displaying a first score preset for the first event, and controlling the game score of the controlled virtual character to increase the first score.
[0015] The above method also includes: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game points of the controlled virtual character to remain unchanged; in response to a second operation, or in response to a designated interactive operation not within a preset time, displaying the second points preset for the first event, and controlling the game points of the controlled virtual character to be reduced by the second points; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
[0016] The above method includes: in response to the game score of the controlled virtual character reaching the target score within the limited time, determining that the learning of the specific action sequence is completed.
[0017] The above target avatar is a non-player character
[0018] In a second aspect, an embodiment of the present disclosure provides an information processing device in a game, the device comprising: a character display module, used to display a target virtual character; an action execution module, used to control the target virtual character to execute a specific action sequence at a first speed; a speed control module, used to respond to a command event during the process of the target virtual character automatically executing the specific action sequence, control the target virtual character to execute the current action in the specific action sequence at a second speed, and display an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
[0019] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information processing method in the game of any one of the first aspects.
[0020] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing method in the game of any one of the first aspects.
[0021] The embodiments of the present disclosure bring the following beneficial effects:
[0022] The present disclosure provides an information processing method, device and electronic device in a game, which displays a target virtual character; controls the target virtual character to perform a specific action sequence at a first speed; in the process of the target virtual character automatically performing the specific action sequence, responds to a command event, controls the target virtual character to perform the current action in the specific action sequence at a second speed, and displays an action schematic image and action description content for the current action; wherein the second speed is less than the first speed. In this method, when the target virtual character performs a specific action, the speed at which the target virtual character performs the action can be controlled to slow down, and the action schematic image and action description content of the specific action can be displayed at the same time to show rich action details, so that players can observe and learn the details of the specific action without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
[0023] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0024] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0026] Figure 1A flowchart of an information processing method in a game provided by an embodiment of the present disclosure;
[0027] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0028] Figure 3 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0029] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0030] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0031] Figure 6 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0032] Figure 7 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0033] Figure 8 A schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure;
[0034] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0035] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.
[0036] Some game players need to appreciate and learn specific moves of virtual characters in games. A common way is to watch other people's game live broadcasts or game videos. For some continuous or complex actions, players may need to pause the video content multiple times to observe the details of the action. This method may require switching back and forth between the game interface and the video interface, which may result in cumbersome operations and loss of details.
[0037] The information processing method in the game in one embodiment of the present disclosure can be run on a local terminal device or a server. When the information processing method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0038] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0039] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0040] In a possible implementation, the embodiment of the present disclosure provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. Figure 1 As shown, the method comprises the following steps:
[0041] Step S102, displaying the target virtual character;
[0042] Specifically, the target virtual character may be displayed through a graphical user interface provided by the terminal device. For example, a game screen may be displayed in the graphical user interface, and the game screen may include the target virtual character; the game screen may also be a scene screen of a game scene, and the game scene may include the target virtual character.
[0043] Exemplarily, the target virtual character may be displayed directly on the graphical user interface after the target game is opened, or the target virtual character may be displayed on the graphical user interface after a display instruction is triggered.
[0044] Step S104, controlling the target virtual character to perform a specific action sequence at a first speed;
[0045] The above-mentioned first speed is pre-configured and is set specifically according to the needs of the game. The above-mentioned specific action sequence includes multiple virtual actions performed by the target virtual character, and the execution order of the multiple virtual actions. The above-mentioned specific action sequence is usually also pre-set. Specifically, the multiple virtual actions included in the specific action sequence are pre-set, and the execution order of the multiple virtual actions can also be pre-set, and the target virtual character is controlled to perform multiple virtual actions according to the execution order each time; it can also be pre-randomly sorted, or pre-sorted according to specified rules, and the target virtual character is controlled to perform multiple virtual actions according to the execution order obtained by the current sorting each time.
[0046] Exemplarily, after opening the target game and displaying the target virtual character, the target virtual character can be directly controlled to perform a specific action sequence at a first speed. Alternatively, after responding to the execution instruction, the target virtual character can be controlled to perform a specific action sequence at a first speed. Specifically, the target virtual character can be automatically controlled to perform a specific action sequence at a first speed according to pre-configured information. The pre-configured information includes data such as the first speed and the specific action sequence.
[0047] Step S106, in the process of the target virtual character automatically executing the specific action sequence, responding to the instruction event, controlling the target virtual character to execute the current action in the specific action sequence at a second speed, and displaying an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
[0048] The above-mentioned command event can be a pre-configured trigger event, such as adding a notification event in the execution track that controls the target virtual character to perform an action. When the specific action is executed, the command event can be triggered; it can also be a player's operation instruction, such as the player clicking the slow-motion control. The above-mentioned second speed is usually also pre-configured, and is set according to the needs of the game. The current action refers to the virtual action that the target virtual character is currently performing at the moment of responding to the command event. The action diagram of the above-mentioned current action can be an exploded diagram, or it can be a schematic diagram of the current action from different perspectives, in which various special effects are usually rendered and displayed on the action diagram, such as moving clouds, flowing water, swaying branches, etc. The above-mentioned action description content usually includes the action name of the current action, and can also include skill information such as skill information and skill attack power corresponding to the current action.
[0049] For example, a screen in which the target virtual character performs the current action in the specific action sequence at the second speed, as well as an action diagram image and action description content of the current action can be displayed on the graphical user interface at the same time. For example, the screen in which the action is performed is displayed on the left half of the graphical user interface, and the action diagram image and action description content of the current action are displayed on the right half of the graphical user interface. For another example, the screen in which the action is performed is displayed on the graphical user interface, and the action diagram image and action description content of the current action are displayed in a designated area on the screen.
[0050] For example, Figure 2 As shown, a screen for executing the current action is displayed on the graphical user interface, and an action diagram and an action name of the current action are displayed in a designated area on the right side of the screen.
[0051] The disclosed embodiment provides an information processing method in a game, which displays a target virtual character; controls the target virtual character to perform a specific action sequence at a first speed; in the process of the target virtual character automatically performing the specific action sequence, responds to a command event, controls the target virtual character to perform the current action in the specific action sequence at a second speed, and displays an action schematic image and action description content for the current action; wherein the second speed is less than the first speed. In this method, when the target virtual character performs a specific action, the speed at which the target virtual character performs the action can be controlled to slow down, and the action schematic image and action description content of the specific action can be displayed at the same time to show rich action details, which is convenient for players to observe and learn the details of the specific action, without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
[0052] A possible implementation of the above display target virtual character is as follows:
[0053] (1) displaying a first scene image of a game scene; the game scene includes a controlled virtual character, and the first scene image is obtained by photographing a virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device;
[0054] The above-mentioned controlled virtual character is a character controlled by the player. Through the control of the terminal device, the control operation for the controlled virtual character can be responded to, and the controlled virtual character can be controlled to move in the game scene. Specifically, the first scene screen of the game scene is displayed in the graphical user interface. The first scene screen is obtained by shooting the game scene with a virtual camera, wherein the virtual camera is the camera corresponding to the controlled virtual character. The virtual camera mainly shoots the controlled virtual character and is located behind the controlled virtual character for shooting. Exemplarily, the first scene screen of the game scene can be displayed after entering the target game.
[0055] (2) Displaying the target virtual character at the second scene position, and switching the first scene picture to the second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with a virtual camera.
[0056] It can be in response to a specified operation, such as a trigger operation for a display control, or it can be used to move the controlled virtual character to the first scene position of the game scene. The first scene position usually refers to a position with a specific function, and the first scene position and the second scene position are usually close. The second scene screen is also obtained by shooting the game scene with a virtual camera, wherein the virtual camera is the camera corresponding to the target virtual character, and the virtual camera mainly shoots the controlled virtual character, and is located in front of the controlled virtual character for shooting.
[0057] For example, Figure 3 As shown in FIG. 1 , the controlled virtual character moves to the first scene position of the game scene, and at this time, it triggers the display of the target virtual character at the second scene position. And the second scene screen is displayed, such as Figure 4 As shown, the camera is locked onto the target virtual character. Figure 3 The displayed screen switches to Figure 4 The screen displayed.
[0058] In the above step (2), the target virtual character is displayed at the second scene position, and the first scene screen is switched to the second scene screen. A possible implementation method is:
[0059] In response to the controlled virtual character moving to the first scene position of the game scene, a first prompt message is displayed at the second scene position of the game scene; in response to a first operation, a target virtual character is displayed at the second scene position, and the first scene screen is switched to the second scene screen; wherein the first operation is a trigger operation for the first prompt message or an operation for a shortcut key indicated by the first prompt message.
[0060] The first prompt information may be a control or a shortcut key prompt information, which is used to prompt the execution of the interactive operation of displaying the target virtual character. Figure 5 As shown, the first prompt information is displayed at the second scene position, and the first operation may be clicking on the first prompt information or pressing a shortcut key.
[0061] Furthermore, in response to the first operation, after displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen, the method further includes:
[0062] The countdown of the preset time limit and target score of the target virtual character are displayed; wherein the time limit is used to indicate: the execution time of the target virtual character to perform a specific action sequence; the target score is used to indicate: the score required to complete the learning task for the specific action sequence.
[0063] The target virtual character can generally perform a specific action sequence at least once within the time limit. The above-mentioned learning task for the specific action sequence can be a game level corresponding to the target virtual character, that is, the target score is used to indicate the score required to complete the game level. Among them, the preset time limit and target score of the target virtual character are also pre-configured according to the needs of the game, generally in the configuration information of the game.
[0064] For example, Figure 6 As shown, a countdown of a preset time limit of "1 minute 29 seconds" is displayed above the target virtual character, and a target score "80" is displayed below the target virtual character, as well as a score progress bar and a current score "00".
[0065] A possible implementation of the above-mentioned controlling the target virtual character to execute a specific action sequence at a first speed is: according to preset configuration information, automatically controlling the target virtual character to execute a specific action sequence at a first speed; wherein the configuration information at least includes: a plurality of virtual actions preset for the target virtual character and a first speed for executing the plurality of virtual actions.
[0066] When controlling the target virtual character to execute a specific action sequence at a first speed, it is necessary to determine the specific action sequence and the first speed preset for the target virtual character. Therefore, it is necessary to obtain multiple virtual actions preset for the target virtual character and the first speed for executing the multiple virtual actions from the configuration information; then, the multiple virtual actions are randomly sorted to obtain the specific action sequence, and finally, the target virtual character is automatically controlled to execute the specific action sequence at the first speed.
[0067] The random ordering of multiple virtual actions described above makes the order of triggered events different, thus reducing the repetitiveness of the game.
[0068] A possible implementation method of the above-mentioned automatic control of the target virtual character to execute the specific action sequence at the first speed is as follows: sending sequence information of the specific action sequence to a behavior tree corresponding to the target virtual character; the behavior tree is configured in the server; the behavior tree is used to provide action execution instructions according to the sequence information; receiving the action execution instruction for the first virtual action in the specific action sequence sent by the server, and determining the action node of the first virtual action from a preset resource file according to the action execution instruction; and controlling the target virtual character to execute the first virtual action at the first speed through the action node.
[0069] The sequence information of the specific action sequence is sent to the behavior tree corresponding to the target virtual character, and the execution of the action is controlled by the behavior tree. In this embodiment, the function of the target virtual character in the game to execute the action is controlled by the graph file (i.e., the above-mentioned preset resource file) generated by the character editor. In the graph file, each virtual action corresponds to an action node. After receiving the action execution instruction of the first virtual action sent by the server, the action node of the first virtual action is determined from the graph file according to the action execution instruction, and the target virtual character is controlled to execute the first virtual action at a first speed based on the action node. For example, if the server sends a "execute a jump action" command, the graph file will control the target virtual character to execute the jump action according to the received command.
[0070] In the action node, a "cue track" can be attached. In the cue track, various cues can be set at the time points corresponding to the virtual action, including adding special effects, attaching models, triggering skill settlement points, sending client events, etc.
[0071] The target virtual character has multiple virtual actions preset, and at least some of the multiple virtual actions are preset with quick response events; the quick response event (English: Quick Time Events, referred to as QTE) is an interactive electronic game method, and the player must input instructions according to the instructions on the screen, and the subsequent results will be different depending on whether the player's input instructions are correct or not. Currently, QTE has been widely used in electronic games, especially in action games. When certain conditions are met, a QTE event will be triggered.
[0072] In response to the command event, the target virtual character is controlled to perform the current action in the specific action sequence at the second speed, and the action diagram image and action description content for the current action are displayed. A possible implementation method is:
[0073] (1) in response to a target virtual character performing a first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interaction prompt information of the first event; wherein the interaction prompt information is used to indicate: performing a specified interaction operation corresponding to the first event;
[0074] (2) In response to a designated interactive operation, an action diagram image and action description content for the first virtual action are displayed.
[0075] The above interactive prompt information can be various texts, patterns, or special effects, and the interactive prompt information will change over time. For example, the text or pattern moves downward from the top of the graphical user interface until it moves out of the interface. For another example, a gradually shrinking aperture special effect is displayed, and the aperture will also change color over time. Different colors indicate different interactive operations. The above specified interaction can be a trigger operation for the interactive prompt information, or a click or press operation for a shortcut key.
[0076] For example, in response to the target virtual character performing a first virtual action, and the first virtual action is preset with a first event, the first event will be triggered, at which time the time flow of the game will be slowed down, and visually perceived as the target virtual character performing the first virtual action slower, and at the same time a gradually shrinking aperture effect (such as Figure 7 ). The aperture has different colors. If the player makes a correct reaction operation according to the aperture color, the action diagram image and action description content for the first virtual action will be displayed. If the player makes an incorrect operation or does not make an operation, the action diagram image and action description content for the first virtual action will not be displayed. The color of the aperture may be gold or gray. When the aperture is gold, the player needs to perform a specified interactive operation; when the aperture is gray, the player should not perform a specified interactive operation.
[0077] In the above step (1), in response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, the target virtual character is controlled to perform the first virtual action at a second speed, and interactive prompt information of the first event is displayed. A possible implementation method is:
[0078] In response to a target virtual character performing a first virtual action, and the first virtual action being preset with a first event, relevant data of the first event corresponding to the first virtual action is determined from a pre-configured data table; the first event is triggered according to the relevant data, the target virtual character is controlled to perform the first virtual action at a second speed, and interactive prompt information of the first event is displayed.
[0079] The target virtual character's actions are controlled by the behavior tree, which runs on the server side, while the triggering and judgment of QTE runs on the client side. In order to achieve a better performance effect, QTE needs to be triggered when the target virtual character performs an action to a specific time node to ensure that the target virtual character's posture at this time is ornamental. Therefore, the program that controls the gameplay in the client needs to obtain the information of the action being performed by the target virtual character, and read the QTE trigger time and related data corresponding to the action from the pre-configured data.
[0080] The above-mentioned pre-set data includes the correspondence between the target virtual character and the game level, the virtual actions included in the game level, the quick response events corresponding to the virtual actions, and the triggering time and type of the quick response events and other related data.
[0081] After the target virtual character is displayed, before the target virtual character is controlled to execute a specific action sequence at the first speed, the game level corresponding to the target virtual character is obtained from the pre-configured data table. The game level contains multiple virtual actions, and the execution order of multiple virtual actions is randomly generated. The execution order is sent to the behavior tree. After receiving the execution instruction, the target virtual character is controlled to execute the corresponding virtual action through the action node. Because the action node is set with a "cue track". Various cues are set in the cue track, including client events. In order to enable the program controlling the gameplay in the client to know the action being performed by the target virtual character, the function of sending client events is used. A client event is sent to the program controlling the gameplay in the client through the action node, and the event name is the name of the action.
[0082] After receiving the client event, the program controlling the gameplay in the client determines the first event corresponding to the first virtual action and the relevant data of the first event from the pre-configured data table; triggers the first event according to the relevant data, controls the target virtual character to perform the first virtual action at the second speed, and displays the interactive prompt information of the first event. Exemplarily, the relevant data includes the second speed, the display mode and display duration of the interactive prompt information, and the content displayed corresponding to various operations.
[0083] In the above step (2), in response to the specified interactive operation, an action diagram image and action description content for the first virtual action are displayed. A possible implementation method is:
[0084] In response to a designated interactive operation within a preset time, a picture of the target virtual character performing a first virtual action, an action schematic diagram of the first virtual action, and action description content are simultaneously displayed.
[0085] The above-mentioned preset time is usually the operation time of the specified interactive operation. After exceeding the preset time, various schematic diagrams and instructions are displayed for the specified interactive operation. The above-mentioned preset time can be the time for displaying interactive prompt information. For example, within the preset time, the aperture special effect will gradually shrink until it is reduced to a point after the preset time. The player needs to display the screen of the target virtual character performing the first virtual action, the action diagram of the first virtual action, and the action description content at the same time before it is reduced to a point. Alternatively, within the preset time, the aperture special effect is red, and after the preset time, it is displayed in gray. The player needs to display the screen of the target virtual character performing the first virtual action, the action diagram of the first virtual action, and the action description content at the same time when it is displayed in red.
[0086] Furthermore, within a preset time, after responding to a designated interactive operation, the method further includes: displaying a first score preset for the first event, and controlling the game score of the controlled virtual character to increase the first score.
[0087] The above method also includes: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game points of the controlled virtual character to remain unchanged; in response to a second operation, or in response to a designated interactive operation not within a preset time, displaying the second points preset for the first event, and controlling the game points of the controlled virtual character to be reduced by the second points; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
[0088] The game points of the above-mentioned controlled virtual characters, such as Figure 6 For example, when a golden aperture (i.e. the interactive prompt information) appears, if the player clicks the understanding button (i.e. the interactive operation) within the duration of the aperture (i.e. the preset time), a certain number of points (i.e. the first point) will be added, i.e., the first point, such as "10", will be added to "00", and a close-up display UI (i.e., the action diagram and action description of the first virtual action) will be displayed. If the player does not click the understanding button within the duration, the points will not change, and there will be no close-up display UI.
[0089] When a gray aperture appears, if the player clicks the Understanding button within the duration of the aperture, the gray circle will turn red, and a certain number of points from the player (i.e., the second point mentioned above) will be deducted (the minimum point is 0). If the player clicks the Understanding button within the duration of the red aperture, the points will not change. In addition to the direct appearance of the golden aperture and the gray aperture, there are usually other special prompts: the aperture is a gray aperture when it appears, and it turns into a golden aperture after a period of time. When the target virtual character performs multiple virtual actions in succession, each virtual action is preset with a quick response event, and the player can get extra points if they perform all correct operations. It is also possible that multiple apertures will appear in succession when performing a virtual action, and the player must perform all correct operations to get points.
[0090] The above method includes: in response to the game score of the controlled virtual character reaching the target score within the limited time, determining that the learning of the specific action sequence is completed.
[0091] For example, if the total number of points obtained by the player reaches the target points within the time limit or before the time limit is reached, it is determined that the learning of multiple virtual actions included in the specific action sequence is completed. At this time, the client notifies the server that the learning is successful, and the server issues a reward to the player (for example, the controlled virtual character obtains specific game skills, specific virtual resources, etc.). If the time limit expires and the player still does not obtain enough points, the learning fails and the player cannot obtain the reward.
[0092] Corresponding to the above method embodiment, the present disclosure provides an information processing device in a game, such as Figure 8 As shown, the device comprises:
[0093] A character display module 81 is used to display a target virtual character;
[0094] An action execution module 82, used to control the target virtual character to execute a specific action sequence at a first speed;
[0095] The speed control module 83 is used to respond to the instruction event during the process of the target virtual character automatically executing the specific action sequence, control the target virtual character to execute the current action in the specific action sequence at a second speed, and display the action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
[0096] The disclosed embodiment provides an information processing device in a game, which displays a target virtual character; controls the target virtual character to perform a specific action sequence at a first speed; in the process of the target virtual character automatically performing the specific action sequence, responds to a command event, controls the target virtual character to perform the current action in the specific action sequence at a second speed, and displays an action schematic image and action description content for the current action; wherein the second speed is less than the first speed. In this method, when the target virtual character performs a specific action, the speed at which the target virtual character performs the action can be controlled to slow down, and the action schematic image and action description content of the specific action can be displayed at the same time to show rich action details, which is convenient for players to observe and learn the details of the specific action, without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
[0097] The above-mentioned character display module is also used to: display a first scene picture of a game scene; the game scene includes a controlled virtual character, and the first scene picture is obtained by photographing the virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device; display a target virtual character at a second scene position, and switch the first scene picture to a second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with the virtual camera.
[0098] The above-mentioned character display module is also used to: in response to the controlled virtual character moving to the first scene position of the game scene, display the first prompt information at the second scene position of the game scene; in response to the first operation, display the target virtual character at the second scene position, and switch the first scene screen to the second scene screen; wherein the first operation is a trigger operation for the first prompt information or an operation for the shortcut key indicated by the first prompt information.
[0099] The above-mentioned device also includes a second display module: displaying the countdown of the preset limit time and target points of the target virtual character; wherein the limit time is used to indicate: the execution time of the target virtual character to perform a specific action sequence; the target points are used to indicate: the score required to complete the learning task for the specific action sequence.
[0100] The action execution module is also used to automatically control the target virtual character to execute a specific action sequence at a first speed according to preset configuration information; wherein the configuration information at least includes: multiple virtual actions preset by the target virtual character and the first speed for executing the multiple virtual actions.
[0101] The above-mentioned action execution module is also used to: obtain multiple virtual actions preset by the target virtual character and a first speed for executing multiple virtual actions from the configuration information; randomly sort the multiple virtual actions to obtain a specific action sequence, and automatically control the target virtual character to execute the specific action sequence at the first speed.
[0102] The above-mentioned action execution module is also used to: send sequence information of a specific action sequence to a behavior tree corresponding to a target virtual character; the behavior tree is configured in a server; the behavior tree is used to provide action execution instructions according to the sequence information; receive an action execution instruction for a first virtual action in a specific action sequence sent by the server, and determine an action node of the first virtual action from a preset resource file according to the action execution instruction; and control the target virtual character to execute the first virtual action at a first speed through the action node.
[0103] The target virtual character has multiple virtual actions preset, and at least some of the multiple virtual actions are preset with quick response events; the speed control module is also used to: in response to the target virtual character executing a first virtual action, and the first virtual action is preset with a first event, control the target virtual character to execute the first virtual action at a second speed, and display interaction prompt information of the first event; wherein the interaction prompt information is used to indicate: executing a specified interaction operation corresponding to the first event; and in response to the specified interaction operation, displaying an action diagram image and action description content for the first virtual action.
[0104] The above-mentioned speed control module is also used for: in response to the target virtual character performing a first virtual action, and the first virtual action is preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a pre-configured data table; triggering the first event according to the relevant data, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interactive prompt information of the first event.
[0105] The speed control module is also used to: in response to a specified interactive operation within a preset time, simultaneously display a picture of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and action description content.
[0106] The above-mentioned device also includes a first score control module, which is used to: display a first score preset for the first event, and control the game score of the controlled virtual character to increase the first score.
[0107] The above-mentioned device also includes a second score control module, which is used to: in response to the target virtual character completing the first virtual action and not performing any interactive operation, control the game score of the controlled virtual character to remain unchanged; in response to the second operation, or in response to the designated interactive operation not within the preset time, display the second score preset for the first event, and control the game score of the controlled virtual character to reduce the second score; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
[0108] The above-mentioned target virtual character is a non-player character.
[0109] The above-mentioned device includes a learning completion module, which is used to: in response to the game points of the controlled virtual character reaching the target points within the limited time, determine that the learning of the specific action sequence is completed.
[0110] The information processing device in the game provided by the embodiment of the present disclosure has the same technical features as the information processing method in the game provided by the above-mentioned embodiment, so it can also solve the same technical problems and achieve the same technical effects.
[0111] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the information processing method in the above game. The electronic device can be a server or a terminal device.
[0112] See also Fig. 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the information processing method in the above game.
[0113] Further, Fig. 9 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0114] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig. 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0115] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0116] The processor in the above electronic device can implement the following operations in the information processing method in the above game by executing machine executable instructions:
[0117] Display a target virtual character; control the target virtual character to execute a specific action sequence at a first speed; in the process of the target virtual character automatically executing the specific action sequence, respond to a command event, control the target virtual character to execute a current action in the specific action sequence at a second speed, and display an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
[0118] The above-mentioned display of the target virtual character includes: displaying a first scene picture of a game scene; the game scene includes a controlled virtual character, and the first scene picture is obtained by photographing the virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device; displaying the target virtual character at a second scene position, and switching the first scene picture to a second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with the virtual camera.
[0119] The above-mentioned displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen includes: in response to the controlled virtual character moving to the first scene position of the game scene, displaying the first prompt information at the second scene position of the game scene; in response to the first operation, displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen; wherein the first operation is a trigger operation for the first prompt information or an operation for the shortcut key indicated by the first prompt information.
[0120] In response to the first operation, the target virtual character is displayed at the second scene position, and after the first scene screen is switched to the second scene screen, the method further includes: displaying a countdown of a preset time limit and a target score for the target virtual character; wherein the time limit is used to indicate: the execution time of the target virtual character to perform a specific action sequence; and the target score is used to indicate: the score required to complete the learning task for the specific action sequence.
[0121] The above-mentioned controlling the target virtual character to perform a specific action sequence at a first speed includes: automatically controlling the target virtual character to perform a specific action sequence at a first speed according to preset configuration information; wherein the configuration information at least includes: a plurality of virtual actions preset by the target virtual character and a first speed for performing the plurality of virtual actions.
[0122] The above-mentioned method of automatically controlling the target virtual character to execute a specific action sequence at a first speed according to preset configuration information includes: obtaining multiple virtual actions preset by the target virtual character and the first speed for executing the multiple virtual actions from the configuration information; randomly sorting the multiple virtual actions to obtain a specific action sequence, and automatically controlling the target virtual character to execute the specific action sequence at the first speed.
[0123] The above-mentioned automatic control of the target virtual character to execute the specific action sequence at the first speed includes: sending sequence information of the specific action sequence to the behavior tree corresponding to the target virtual character; the behavior tree is configured in the server; the behavior tree is used to provide action execution instructions according to the sequence information; receiving the action execution instruction for the first virtual action in the specific action sequence sent by the server, and determining the action node of the first virtual action from a preset resource file according to the action execution instruction; and controlling the target virtual character to execute the first virtual action at the first speed through the action node.
[0124] The target virtual character is preset with multiple virtual actions, and at least some of the multiple virtual actions are preset with quick response events; in response to the instruction event, the target virtual character is controlled to execute the current action in the specific action sequence at a second speed, and an action schematic image and action description content for the current action are displayed, including: in response to the target virtual character executing a first virtual action, and the first virtual action is preset with a first event, the target virtual character is controlled to execute the first virtual action at the second speed, and interactive prompt information of the first event is displayed; wherein the interactive prompt information is used to indicate: executing a specified interactive operation corresponding to the first event; in response to the specified interactive operation, an action schematic image and action description content for the first virtual action are displayed.
[0125] The above-mentioned response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interactive prompt information of the first event, includes: in response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a pre-configured data table; triggering the first event according to the relevant data, controlling the target virtual character to perform the first virtual action at the second speed, and displaying interactive prompt information of the first event.
[0126] The above-mentioned display of an action schematic image and action description content for the first virtual action in response to a specified interactive operation includes: within a preset time, in response to the specified interactive operation, simultaneously displaying a screen of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and an action description content.
[0127] Within a preset time, in response to a designated interactive operation, the method further includes: displaying a first score preset for the first event, and controlling the game score of the controlled virtual character to increase the first score.
[0128] The above method also includes: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game points of the controlled virtual character to remain unchanged; in response to a second operation, or in response to a designated interactive operation not within a preset time, displaying the second points preset for the first event, and controlling the game points of the controlled virtual character to be reduced by the second points; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
[0129] The above method includes: in response to the game score of the controlled virtual character reaching the target score within the limited time, determining that the learning of the specific action sequence is completed.
[0130] The above-mentioned target virtual character is a non-player character.
[0131] In this method, when the target virtual character performs a specific action, the speed at which the target virtual character performs the action can be controlled to slow down, and at the same time, the action diagram and action description content of the specific action are displayed to show rich action details, making it convenient for players to observe and learn the details of the specific action without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
[0132] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the information processing method in the above game.
[0133] The machine executable instructions stored in the machine readable storage medium can implement the following operations in the information processing method in the game by executing the machine executable instructions:
[0134] Display a target virtual character; control the target virtual character to execute a specific action sequence at a first speed; in the process of the target virtual character automatically executing the specific action sequence, respond to a command event, control the target virtual character to execute a current action in the specific action sequence at a second speed, and display an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
[0135] The above-mentioned display of the target virtual character includes: displaying a first scene picture of a game scene; the game scene includes a controlled virtual character, and the first scene picture is obtained by photographing the virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device; displaying the target virtual character at a second scene position, and switching the first scene picture to a second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with the virtual camera.
[0136] The above-mentioned displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen includes: in response to the controlled virtual character moving to the first scene position of the game scene, displaying the first prompt information at the second scene position of the game scene; in response to the first operation, displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen; wherein the first operation is a trigger operation for the first prompt information or an operation for the shortcut key indicated by the first prompt information.
[0137] In response to the first operation, the target virtual character is displayed at the second scene position, and after the first scene screen is switched to the second scene screen, the method further includes: displaying a countdown of a preset time limit and a target score for the target virtual character; wherein the time limit is used to indicate: the execution time of the target virtual character to perform a specific action sequence; and the target score is used to indicate: the score required to complete the learning task for the specific action sequence.
[0138] The above-mentioned controlling the target virtual character to perform a specific action sequence at a first speed includes: automatically controlling the target virtual character to perform a specific action sequence at a first speed according to preset configuration information; wherein the configuration information at least includes: a plurality of virtual actions preset by the target virtual character and a first speed for performing the plurality of virtual actions.
[0139] The above-mentioned method of automatically controlling the target virtual character to execute a specific action sequence at a first speed according to preset configuration information includes: obtaining multiple virtual actions preset by the target virtual character and the first speed for executing the multiple virtual actions from the configuration information; randomly sorting the multiple virtual actions to obtain a specific action sequence, and automatically controlling the target virtual character to execute the specific action sequence at the first speed.
[0140] The above-mentioned automatic control of the target virtual character to execute the specific action sequence at the first speed includes: sending sequence information of the specific action sequence to the behavior tree corresponding to the target virtual character; the behavior tree is configured in the server; the behavior tree is used to provide action execution instructions according to the sequence information; receiving the action execution instruction for the first virtual action in the specific action sequence sent by the server, and determining the action node of the first virtual action from a preset resource file according to the action execution instruction; and controlling the target virtual character to execute the first virtual action at the first speed through the action node.
[0141] The target virtual character is preset with multiple virtual actions, and at least some of the multiple virtual actions are preset with quick response events; in response to the instruction event, the target virtual character is controlled to execute the current action in the specific action sequence at a second speed, and an action schematic image and action description content for the current action are displayed, including: in response to the target virtual character executing a first virtual action, and the first virtual action is preset with a first event, the target virtual character is controlled to execute the first virtual action at the second speed, and interactive prompt information of the first event is displayed; wherein the interactive prompt information is used to indicate: executing a specified interactive operation corresponding to the first event; in response to the specified interactive operation, an action schematic image and action description content for the first virtual action are displayed.
[0142] The above-mentioned response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interactive prompt information of the first event, includes: in response to the target virtual character performing the first virtual action, and the first virtual action is preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a pre-configured data table; triggering the first event according to the relevant data, controlling the target virtual character to perform the first virtual action at the second speed, and displaying interactive prompt information of the first event.
[0143] The above-mentioned display of an action schematic image and action description content for the first virtual action in response to a specified interactive operation includes: within a preset time, in response to the specified interactive operation, simultaneously displaying a screen of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and an action description content.
[0144] Within a preset time, in response to a designated interactive operation, the method further includes: displaying a first score preset for the first event, and controlling the game score of the controlled virtual character to increase the first score.
[0145] The above method also includes: in response to the target virtual character completing the first virtual action and not performing any interactive operation, controlling the game points of the controlled virtual character to remain unchanged; in response to a second operation, or in response to a designated interactive operation not within a preset time, displaying the second points preset for the first event, and controlling the game points of the controlled virtual character to be reduced by the second points; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
[0146] The above method includes: in response to the game score of the controlled virtual character reaching the target score within the limited time, determining that the learning of the specific action sequence is completed.
[0147] The above-mentioned target virtual character is a non-player character.
[0148] In this method, when the target virtual character performs a specific action, the speed at which the target virtual character performs the action can be controlled to slow down, and at the same time, the action diagram and action description content of the specific action are displayed to show rich action details, making it convenient for players to observe and learn the details of the specific action without switching the game interface and the video interface, and the operation is simple, thereby improving the player's gaming experience.
[0149] The computer program product of the information processing method, device and system in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0150] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0151] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0152] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0153] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0154] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A method for processing information in a game, characterized in that: The method comprises: Display the target avatar; Controlling the target virtual character to perform a specific action sequence at a first speed; During the process of the target virtual character automatically executing the specific action sequence, in response to a command event, the target virtual character is controlled to execute the current action in the specific action sequence at a second speed, and an action diagram image and action description content for the current action are displayed; wherein the second speed is less than the first speed.
2. The method according to claim 1, characterized in that Displays the target avatar, including: Displaying a first scene picture of a game scene; the game scene includes a controlled virtual character, the first scene picture is obtained by shooting with a virtual camera corresponding to the controlled virtual character; the controlled virtual character is controlled by a terminal device; The target virtual character is displayed at the second scene position, and the first scene picture is switched to the second scene picture; wherein the second scene picture is obtained by photographing the target virtual character with the virtual camera.
3. The method according to claim 2, characterized in that Displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen includes: In response to the controlled virtual character moving to the first scene position of the game scene, displaying first prompt information at a second scene position of the game scene; In response to a first operation, the target virtual character is displayed at the second scene position, and the first scene screen is switched to a second scene screen; wherein the first operation is a trigger operation for the first prompt information or an operation for a shortcut key indicated by the first prompt information.
4. The method according to claim 3, characterized in that In response to the first operation, after displaying the target virtual character at the second scene position and switching the first scene screen to the second scene screen, the method further includes: The countdown of the preset time limit and target score of the target virtual character are displayed; wherein the time limit is used to indicate: the execution time of the target virtual character to execute the specific action sequence; the target score is used to indicate: the score required to complete the learning task for the specific action sequence.
5. The method according to claim 1, characterized in that Controlling the target virtual character to perform a specific action sequence at a first speed, comprising: According to preset configuration information, the target virtual character is automatically controlled to execute a specific action sequence at a first speed; wherein the configuration information at least includes: a plurality of virtual actions preset by the target virtual character and a first speed for executing the plurality of virtual actions.
6. The method according to claim 5, characterized in that According to the preset configuration information, the target virtual character is automatically controlled to perform a specific action sequence at a first speed, including: Acquire, from the configuration information, a plurality of virtual actions preset by the target virtual character and a first speed for executing the plurality of virtual actions; The multiple virtual actions are randomly sorted to obtain the specific action sequence, and the target virtual character is automatically controlled to execute the specific action sequence at a first speed.
7. The method according to claim 6, characterized in that Automatically controlling the target virtual character to execute the specific action sequence at a first speed includes: Sending sequence information of the specific action sequence to a behavior tree corresponding to the target virtual character; the behavior tree is configured in a server; the behavior tree is used to provide action execution instructions according to the sequence information; Receiving an action execution instruction for a first virtual action in the specific action sequence sent by the server, and determining an action node of the first virtual action from a preset resource file according to the action execution instruction; The target virtual character is controlled to perform the first virtual action at a first speed through the action node.
8. The method according to claim 1, characterized in that A plurality of virtual actions preset for the target virtual character, wherein at least some of the virtual actions are preset with quick reaction events; In response to the command event, the target virtual character is controlled to perform the current action in the specific action sequence at a second speed, and an action diagram image and action description content for the current action are displayed, including: In response to the target virtual character performing a first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interaction prompt information of the first event; wherein the interaction prompt information is used to indicate: performing a specified interaction operation corresponding to the first event; In response to the designated interactive operation, an action schematic image and action description content for the first virtual action are displayed.
9. The method according to claim 8, characterized in that In response to the target virtual character performing a first virtual action, and the first virtual action is preset with a first event, controlling the target virtual character to perform the first virtual action at a second speed, and displaying interactive prompt information of the first event, including: In response to the target virtual character performing a first virtual action, and the first virtual action being preset with a first event, determining relevant data of the first event corresponding to the first virtual action in a preconfigured data table; The first event is triggered according to the relevant data, the target virtual character is controlled to perform the first virtual action at a second speed, and interaction prompt information of the first event is displayed.
10. The method according to claim 8, characterized in that In response to the specified interactive operation, displaying an action schematic image and action description content for the first virtual action, including: Within a preset time, in response to the designated interactive operation, a picture of the target virtual character performing the first virtual action, an action schematic diagram of the first virtual action, and the action description content are simultaneously displayed.
11. The method according to claim 10, characterized in that Within a preset time, after responding to the specified interactive operation, the method further includes: The first score preset for the first event is displayed, and the game score of the controlled virtual character is controlled to increase the first score.
12. The method according to claim 10, characterized in that The method further comprises: In response to the target virtual character completing the first virtual action and not performing any interactive operation, the game score of the controlled virtual character remains unchanged; In response to a second operation, or in response to the designated interactive operation not within the preset time, the second score preset for the first event is displayed, and the game score of the controlled virtual character is controlled to reduce the second score; the second operation is not the designated interactive operation corresponding to the interactive prompt information.
13. The method according to claim 11, characterized in that The method comprises: In response to the game score of the controlled virtual character reaching the target score within the limited time, it is determined that the learning of the specific action sequence is completed.
14. The method according to claim 1, characterized in that The target virtual character is a non-player character.
15. An information processing device in a game, characterized in that: The device comprises: A character display module, used for displaying a target virtual character; An action execution module, used for controlling the target virtual character to execute a specific action sequence at a first speed; A speed control module is used to respond to a command event during the process of the target virtual character automatically executing the specific action sequence, control the target virtual character to execute the current action in the specific action sequence at a second speed, and display an action diagram image and action description content for the current action; wherein the second speed is less than the first speed.
16. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the information processing method in the game described in any one of claims 1-14.
17. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing method in the game according to any one of claims 1 to 14.
