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

By using terminal devices in the game to control the movement of virtual characters and share behavioral events, the problem of single interaction mode and fixed virtual target distribution in existing games is solved, achieving richer game experience and efficient server utilization.

CN119406064APending Publication Date: 2025-02-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411561897.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-04
Publication Date
2025-02-11

AI Technical Summary

Technical Problem

In existing games based on actual geographical location, players can only interact in the same actual scene, resulting in a single game scene, limiting player experience and reducing server utilization.

Method used

The terminal device provides a graphical user interface to control the movement of virtual characters in the game scene, and based on geographical location information, initiate interactive instructions in response to behavioral events, provide interactive tags through preset publishing channels, share behavioral events and enter copy game scenes.

Benefits of technology

It increases the interaction between players, enriches the game scene, and improves the player's gaming experience and the utilization of server resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an information processing method and device in a game, electronic equipment and a storage medium, and the method comprises the steps that a first game scene and a first virtual character are displayed in a first graphical user interface, and the first virtual character is a player virtual character controlled by first terminal equipment; controlling the first virtual character to move in the first game scene in a first moving mode; in response to a first interaction instruction initiated for a behavior event of the first virtual character in the first game scene, providing an interaction label through a preset release channel to share the behavior event with a user under the preset release channel, the interaction label comprising an interaction entrance for entering a replica game scene, and a user interface for receiving the interaction entrance; a replica game scene is determined based on the behavioral event. Through the method and the device, interaction modes among players can be increased, game scenes are enriched, the game experience of the players is improved, and the utilization rate of service resources is increased.
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Description

Technical Field

[0001] The present application relates to the field of computer application technology, and in particular to an information processing method, device, electronic device and storage medium for a game. Background Art

[0002] In existing games based on actual geographic location (LBS, Location Based Service), the distribution of monsters and treasure chests in the game is relatively fixed, and the virtual game scene of LBS is established based on the actual scene where the player is located. Therefore, different players can only get the same virtual scene when they are in the same actual scene, which limits the interaction between players in the game. In addition, when players are in the same geographical area for a long time, they cannot experience the virtual scenes corresponding to other geographical areas, resulting in a single game scene and limiting the game experience, reducing server utilization. Summary of the invention

[0003] In view of this, the purpose of the present application is to provide at least one method, device, electronic device and storage medium for information processing in a game to overcome at least one of the above-mentioned defects.

[0004] This application mainly includes the following aspects:

[0005] In a first aspect, an embodiment of the present application provides an information processing method in a game, providing a first graphical user interface through a first terminal device, the method comprising: displaying a first game scene and a first virtual character in the first graphical user interface, the first virtual character being a player virtual character controlled by the first terminal device; controlling the first virtual character to move in a first movement method in the first game scene, the first movement method comprising: controlling the first virtual character to move in the first game scene based on the geographic location information of the first terminal device in a real scene; in response to a first interaction instruction initiated for a behavior event of the first virtual character in the first game scene, providing an interaction tag through a preset publishing channel to share the behavior event with users under the preset publishing channel, the interaction tag comprising an interaction entrance for entering a copy game scene, and the copy game scene is determined based on the behavior event.

[0006] In a second aspect, an embodiment of the present application also provides an information processing device in a game, which provides a first graphical user interface through a first terminal device, and the device includes: a display control module, which displays a first game scene and a first virtual character in the first graphical user interface, and the first virtual character is a player virtual character controlled by the first terminal device; a movement control module, which controls the first virtual character to move in the first game scene in a first movement method, and the first movement method includes: controlling the first virtual character to move in the first game scene based on the geographic location information of the first terminal device in the real scene; a publishing module, which responds to a first interaction instruction initiated for a behavior event of the first virtual character in the first game scene, and provides an interaction tag through a preset publishing channel to share the behavior event with users under the preset publishing channel, and the interaction tag includes an interaction entrance for entering a copy game scene, and the copy game scene is determined based on the behavior event.

[0007] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method described in the possible implementation manner of the first aspect above.

[0008] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method described in a possible implementation manner of the first aspect above are executed.

[0009] The embodiments of the present application provide an in-game information processing method, device, electronic device, and storage medium, which help increase the interaction methods between players, enrich the game scenes, improve the players' game experience, and improve the utilization rate of service resources.

[0010] In order to make the above-mentioned objects, features and advantages of the present application 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

[0011] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0012] Figure 1A flow chart of an information processing method in a game provided by an embodiment of the present application is shown.

[0013] Figure 2 A flowchart of the steps of generating a first interaction instruction provided in an embodiment of the present application is shown.

[0014] Figure 3 A schematic diagram of a first graphical user interface provided in an embodiment of the present application is shown.

[0015] Figure 4 A schematic diagram of another first graphical user interface provided in an embodiment of the present application is shown.

[0016] Figure 5 A schematic diagram of a sharing path provided in an embodiment of the present application is shown.

[0017] Figure 6 A schematic diagram showing another sharing path provided in an embodiment of the present application is shown.

[0018] Figure 7 A flowchart showing the steps of generating a copy game scene provided in an embodiment of the present application.

[0019] Figure 8 A schematic diagram of a second graphical user interface provided in an embodiment of the present application is shown.

[0020] Fig. 9 A functional module diagram of an information processing device in a game provided by an embodiment of the present application is shown.

[0021] Fig.10 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0022] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0023] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0024] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0025] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0026] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0027] In the related art, LBS games provide virtual game scenes corresponding to the actual scenes where each player is located. Each player can only view the game scene corresponding to the actual scene where he is located on the terminal device. If the player thinks that the virtual resources provided by the virtual targets in a certain game scene, such as monsters, treasure chests and / or tasks, are rich and he wants to send them to other players, he can only inform other players of the location of the actual scene. Other players need to be in the actual scene in person to view the virtual targets in the game scene, which limits the interaction between players in the game, makes the game scene single and limits the gaming experience.

[0028] In response to at least one of the above problems, the present application proposes an information processing method, device, electronic device and storage medium in a game to enrich the game scene to improve the player's gaming experience and the utilization rate of service resources.

[0029] First, the names involved in the embodiments of the present application are introduced.

[0030] Terminal equipment:

[0031] The terminal device involved in the embodiments of the present application mainly refers to an intelligent device used to provide a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a virtual scene), and capable of controlling and operating a virtual character. The terminal device may include, but is not limited to, any of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports virtual scenes, such as an application that supports three-dimensional virtual scenes. The application may include, but is not limited to, any of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games (Multiplayer Online Battle Arena, multiplayer online tactical competitive games), multiplayer gun battle survival games, and third-person shooting games (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D (Three Dimensions, three-dimensional graphics) game program, or a network-connected application.

[0032] Graphical User Interface:

[0033] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0034] An interface corresponding to the application is provided or displayed through a graphical user interface, and the interface is a screen corresponding to at least one observation method for observing the virtual scene. Here, at least one observation method may include, but is not limited to: observation angle, observation configuration (such as whether to turn on the night vision device), observation center, and observation angle. Exemplarily, the interface may refer to a screen obtained by observing the virtual scene with a virtual character or a coordinate position in the virtual scene as the observation center and an observation angle with a certain lens height. Exemplarily, the graphical user interface may include virtual characters such as game characters, NPC characters (non-player characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene.

[0035] The graphical user interface includes any visible visual controls or elements, for example, game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, text boxes, etc. Some of the UI (User Interface) controls respond to user operations.

[0036] Virtual scene:

[0037] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment, and the virtual environment can be the sky, land, sea, etc. Among them, the virtual scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual characters, and there are virtual resources in the virtual scene that can be used by at least two virtual characters.

[0038] Virtual Characters:

[0039] It can be a virtual character controlled by a player in a virtual environment, including but not limited to at least one of a virtual person, a virtual animal, a cartoon character, a virtual battleship, a virtual vehicle, a virtual aircraft, and a virtual ship, and can also be a virtual character (NPC) controlled by a non-player. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology, and the virtual character realizes different external images by being given different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0040] There may be multiple virtual characters in a virtual scene, which are virtual characters controlled by players (i.e., objects controlled by players through input devices), or artificial intelligence that is set in a virtual environment through training. Optionally, the virtual character is a virtual person / virtual object that competes in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices joining the virtual game, which is not limited in the embodiments of the present application. In one possible implementation, the user can control the virtual character to move in the virtual scene, and can also control the virtual character to fight with other virtual characters using virtual skills, virtual props, etc. provided by the application.

[0041] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the 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 device, 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.

[0042] Before entering the virtual game, the player can select different role attributes for his virtual character in the virtual game, such as identity attributes. By assigning different role attributes to determine different camps, the player can win the game by performing the tasks assigned by the game in different game stages of this virtual game. For example, multiple virtual characters with role attribute A can "eliminate" virtual characters with role attribute B in the battle stage to win the game. Here, role attributes can also be randomly assigned to each virtual character participating in this virtual game when entering the virtual game.

[0043] The implementation environment provided in one embodiment of the present application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program that executes the data processing method provided by the present application, and the server is a server end that executes the data processing method provided by the present application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.

[0044] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives the response of the game server, the virtual scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user. The virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation instructions through the graphical user interface to control the virtual character to perform corresponding operations in the virtual scene.

[0045] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the virtual scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual character to perform corresponding operations in the virtual scene.

[0046] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual character according to the synchronization data sent by the game server.

[0047] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same virtual game, or virtual characters in different virtual games. Among them, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device can have the same character attributes, or can have different character attributes. When the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same virtual game, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device belong to the same camp, or belong to different camps with hostile relations. The game AI virtual character participating in the virtual game can have a camp, for example, it can belong to the camp to which the virtual character controlled by the first terminal device belongs, or the camp to which the virtual character controlled by the second terminal device belongs. The game AI virtual character may also not have a camp to which it belongs, and interact with other virtual characters in the virtual game.

[0048] It should be noted that a virtual game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is, when the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same virtual game, there are more than two terminal devices in the virtual game that respectively send and synchronize game data with the game server.

[0049] The data processing method provided in the embodiments of the present application can be applied to any of virtual reality applications, three-dimensional map programs, military simulation programs, multiplayer online tactical competitive games (MOBA), multiplayer gunfight survival games, third-person combat games, first-person combat games, and strategy games.

[0050] The data processing method in one embodiment of the present application can be run on a local terminal device or a server. When the control method 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.

[0051] In an optional embodiment, 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 control method 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.

[0052] 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.

[0053] In a possible implementation, an embodiment of the present invention provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0054] To facilitate understanding of the present application, the information processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application are introduced in detail below.

[0055] See also Figure 1 , Figure 1 This is a flowchart of an information processing method in a game provided in an embodiment of the present application, which is generally used in a game server, for example, the cloud game server described above, but the present application is not limited thereto.

[0056] like Figure 1 As shown, the information processing method in the game of the exemplary embodiment of the present application specifically includes:

[0057] S101: Displaying a first game scene and a first virtual character in the first graphical user interface.

[0058] Among them, the first graphical user interface is provided by the first terminal device, the first virtual character is a player virtual character controlled by the first terminal device, and the first game scene is generated based on the real scene where the first terminal device is located.

[0059] That is, the player operating the first terminal device can view the first game scene in the first graphical user interface of the first terminal device, and the first virtual character corresponding to the player is displayed in the first game scene. Since the present application is applied to games based on actual geographic locations, the first game scene is generated corresponding to the real scene where the first terminal device is located.

[0060] In the embodiment of the present application, the real scene in which the terminal device is located corresponds to the game scene displayed on its graphical user interface. If different terminal devices are in the same real scene, the graphical user interfaces of the different terminal devices all display the game scene corresponding to the real scene; if different terminal devices are in different real scenes, the graphical user interfaces of the various terminal devices display the game scene corresponding to the real scene in which they are located.

[0061] In an embodiment of the present application, the game scene displayed in the graphical user interface may be a two-dimensional virtual environment and / or a three-dimensional virtual environment, and accordingly, the virtual character displayed in the game scene may also be a two-dimensional model and / or a three-dimensional model.

[0062] In an embodiment of the present application, the game scene displayed in the graphical user interface can be infinitely scaled, for example, the game scene can be zoomed in or out.

[0063] Specifically, the first game scene includes a plurality of virtual targets, wherein the virtual targets include virtual objects and / or virtual tasks. With the above-mentioned zooming operation on the game scene, at least one virtual object can be presented on the game scene displayed in the graphical user interface. Under different map zoom ratios, the virtual object can be displayed on the game scene in the form of text or pictures, and the internal details of the virtual object can also be displayed.

[0064] For example, virtual objects can provide virtual resources to virtual characters, for example, virtual objects can be treasure chests, monsters, etc. in the game scene. In the virtual battle, the player can select a character attribute or be randomly assigned a character attribute to perform virtual tasks on the virtual object in the game scene, for example, by attacking the virtual object to obtain the virtual resources corresponding to the virtual object, so as to improve the virtual ability (such as combat ability) of the virtual character in the game scene through the obtained virtual resources.

[0065] S102: Control the first virtual character to move in the first game scene in a first moving manner.

[0066] Among them, the first movement mode includes: controlling the first virtual character to move in the first game scene based on the geographical location information of the first terminal device in the real scene.

[0067] That is, the geographical location information of the first terminal device is changed by the player moving in the real scene, and then the first virtual character corresponding to the player moves in the first game scene displayed on the graphical user interface. In other words, the movement of the player in the real scene is synchronized with the movement of the first virtual character corresponding to the player in the game scene.

[0068] The geographical location information includes geographical location information located by a global positioning system (GPS) or a Beidou navigation satellite system (BDS).

[0069] Then, as the player's movement causes the player's real scene to change, the geographic location information of the first terminal device also changes accordingly, so as to drive the first virtual character displayed in the first graphical user interface to move. For example, a high-precision and low-latency positioning method can be sampled to optimize the recording algorithm of the route, so as to improve the accuracy of the route and subsequent sharing path.

[0070] For example, land, mountains, rivers, docks, fortresses, etc. may be distributed in the game scene. The game scene may be a virtual representation of a real scene, or it may be a virtual scene unrelated to the real scene.

[0071] S103: In response to a first interaction instruction initiated for a behavior event of the first virtual character in the first game scene, providing an interaction tag through a preset publishing channel.

[0072] The behavior event is shared with users of the preset publishing channel by providing an interactive tag through a preset publishing channel. The interactive tag includes an interactive entrance for entering a copy game scene, and the copy game scene is determined based on the behavior event. The behavior event includes the first virtual character performing a game behavior on at least one virtual target existing on a path in the first game scene.

[0073] That is to say, the player operates the first virtual character to perform game actions on at least one virtual target in the first game scene. Game actions refer to the operation methods performed to obtain virtual resources corresponding to the virtual target, for example, attacking, picking up, and other operations on at least one virtual target to obtain its corresponding virtual resources.

[0074] For example, since the player's movement in the real environment will synchronously drive the first virtual character to move in the first game scene, the player's movement route in the current game can be used to obtain the first virtual character's path during the movement, and when a virtual target is found on the path, the player can perform game actions on the virtual target. In this way, if the player believes that the virtual resources obtained are helpful to improve the virtual ability of the virtual character or the camp where the first virtual character belongs, the player can provide other players with an interactive entrance to enter the copy game scene through the first interactive instruction.

[0075] That is to say, the first interaction instruction is used to provide an interaction entrance to the first game scene for other virtual characters except the first virtual character, so that the terminal devices corresponding to other virtual characters can still enter the first game scene through the interaction entrance and perform game behaviors for at least one virtual target when they are not in the real scene, thereby enriching the game scene.

[0076] Exemplarily, the first interaction instruction may be generated based on at least one of the following operations: operation on an icon or button on a graphical user interface for triggering an interaction portal, operation on a shortcut key on a terminal device and / or an shortcut key on an external input device connected to the terminal device. Exemplarily, in the case where the terminal device is a device with a touch screen, the above operation may be a touch operation performed on an icon or the like on the touch screen.

[0077] The copy game scene is determined based on the behavior event. The copy game scene includes at least a portion of the first game scene covering a shared path and a preset virtual target on the shared path, and the shared path includes part or all of the route.

[0078] That is to say, the copy game scene includes a game scene for performing game actions on at least one virtual target in the first game scene, and then other virtual characters enter the copy game scene through an interactive entrance so that other virtual characters can perform game actions on at least one virtual target in the first game scene in the copy game scene.

[0079] That is to say, the first virtual character performs game actions on at least one virtual target on the route in the first game scene, and the copy game scene should include at least part or all of the route, that is, the shared path, and the preset virtual targets on the shared path should be displayed accordingly, so that other players who enter the copy game scene through the interactive entrance can perform game actions on the preset virtual targets on the shared path.

[0080] Exemplarily, enhanced location-based services (A-LBS) technology is used to generate a copy game scene for a preset virtual target corresponding to a shared path, so that other virtual characters can also enter the game scene where the first virtual character is located, without the need for other virtual characters to actually be at the location of the player corresponding to the first virtual character, so as to improve the flexibility and diversity of the game content.

[0081] Specifically, the method also includes: in the background environment of the game, copying at least a portion of the first game scene corresponding to the sharing path, and extracting the object state of the preset virtual target to generate the copy game scene.

[0082] That is, the route of movement of the first virtual character is recorded in real time and the route is stored, so as to extract the sharing path from the stored route.

[0083] The number of preset virtual targets and the object state are determined based on the degree of completion of the game behavior performed by the first virtual character on each virtual target existing on the sharing path. The preset virtual targets include all virtual targets on the sharing path, or the virtual targets after the first virtual character performs the game behavior. That is to say, the first virtual character determines that the virtual resources corresponding to the preset virtual targets help increase virtual capabilities by performing game behaviors on all virtual targets on the sharing path, and then provides other players with an interactive entrance to enter the copy game scene, so that other players can obtain virtual resources by performing game behaviors on the preset virtual targets in the copy game scene; or, the first virtual character determines that other players need to jointly perform game behaviors on the preset virtual targets by performing game behaviors on the preset virtual targets, and then provides other players with an interactive entrance to enter the copy game scene, so that the virtual characters corresponding to other players can enter the copy game scene through the interactive entrance, so that the first virtual character and other virtual characters can jointly perform game behaviors on the preset virtual targets.

[0084] The object state of the preset virtual target is used to describe the degree of completion of the game behavior for the preset virtual target. For example, the object state of the preset virtual target can be the initial state where the game behavior has not been executed, or the current state after the first virtual character has performed the game behavior for the preset virtual target. In other words, the copy game scene can be a game scene where the preset virtual target in the shared path has not performed the game behavior, or it can be a game scene where the first virtual object has performed the game behavior for the preset virtual target.

[0085] Exemplarily, after entering the copy game scene, the virtual characters corresponding to other players perform game behaviors on the preset virtual target to convert the object state of the preset virtual target from an initial state to a completed state, that is, the other players complete the attack on the preset virtual target alone; or, in the copy game scene, the virtual characters corresponding to other players and the first virtual character jointly convert the object state of the preset virtual target from the current state to a completed state, that is, the other players and the player operating the first virtual character jointly attack the preset virtual target.

[0086] Furthermore, by combining at least part of the first game scene corresponding to the sharing path and the object state of the preset virtual target, a copy game scene is generated in the background environment of the game to avoid players feeling the generation process of the copy game scene, thereby affecting the game experience.

[0087] See also Figure 2 , Figure 2 This is a flowchart of the steps of generating a first interaction instruction provided in an embodiment of the present application. Specifically, the first interaction instruction is generated in the following manner:

[0088] S201: In response to a first operation on a first control, display at least one communication identifier under the game in the first graphical user interface.

[0089] The first control is a control for triggering interaction with a behavior event. That is, when the first control is triggered, an interaction operation with the behavior event is generated, so that the communication identifiers corresponding to other players who have the right to enter the copy game scene are displayed on the first graphical user interface. That is, the first control can be a sharing control for sharing the interactive entrance to enter the copy game scene with other players.

[0090] Exemplarily, the first operation may include, but is not limited to, at least one of the following items: an operation of controlling a cursor or a floating control point to move to the position of the first control, a pressing operation on a preset physical button on the terminal device, a pressing operation on a physical button on an external device of the terminal device, a touch operation on the first control (such as a single-click operation, a double-click operation, a long press operation, a sliding operation).

[0091] Among them, at least one communication identifier refers to the communication identifier corresponding to the player who has the authority to enter the copy game scene or the camp to which the first virtual character belongs. Among them, the player who has the authority to enter the copy game scene can be other players who belong to the same camp as the first virtual character, or can be a friend added by the first virtual character. In other words, the interactive entrance to enter the copy game scene can be shared to each player's independent communication channel, or it can be shared to the communication channel corresponding to the camp to which the first virtual character belongs.

[0092] S202: In response to the selection of the target communication identifier, the first interaction instruction is generated.

[0093] The preset publishing channel is the communication channel indicated by the target communication identifier. That is, the target communication identifier is selected from at least one communication identifier displayed on the first graphical user interface to generate a first interactive instruction to send an interactive entrance to the copy game scene to the preset publishing channel corresponding to the target communication identifier.

[0094] That is to say, the preset publishing channel refers to a communication channel located in the game environment. The preset publishing channel may also be a communication channel of an external communication application. Then, after responding to the first operation on the first control, a sharing control of the external communication application needs to be displayed on the first graphical user interface. In response to the triggering operation on the sharing control, the user jumps to a display page of at least one communication identifier in the external communication application, thereby sending the interactive entrance to the chat window corresponding to the preset publishing channel of the external communication application through the selection instruction of the target communication identifier, and sharing the interactive entrance to the chat window of the external communication application.

[0095] See also Figure 3 , Figure 3 This is a schematic diagram of a first graphical user interface provided in an embodiment of the present application. Specifically, Figure 3 As shown, a first graphical user interface 20 is displayed on the first terminal device 10, and a first virtual character 30 and a first control A are displayed on the first graphical user interface. Then, a player operating the first terminal device performs a first operation on the first control to display a communication identifier 201 on the first graphical user interface. The communication identifier includes the communication identifiers of the virtual characters corresponding to the players and / or the communication identifier of the camp to which the first virtual character belongs, so as to facilitate selection of the target communication identifier.

[0096] Specifically, a second control for viewing virtual targets existing in the first game scene is displayed in the first graphical user interface, which also includes: in response to a trigger operation on the second control, a map interface is displayed in the first graphical user interface, and the first control is displayed on the map interface.

[0097] That is to say, the second control is displayed on the first graphical user interface, and by performing a trigger operation on the second control, a map interface is displayed on the first graphical user interface, and the first control is displayed on the map interface. Then, by performing a first operation on the first control, at least one communication identifier is displayed on the first graphical user interface. Finally, a first interaction instruction is generated by selecting a target communication identifier, that is, the interaction entrance of the copy game scene is sent to the preset publishing channel corresponding to the target communication identifier.

[0098] That is, the second control is used to display a map interface on the first graphical user interface. Exemplarily, the map interface is a map interface corresponding to the real scene. Furthermore, the first control can be displayed on the virtual game scene of the first graphical user interface, and the first control can also be displayed on the map interface corresponding to the real scene.

[0099] Among them, by displaying the virtual target existing in the first game scene on the map interface, it is convenient for the player operating the first terminal device to view the location of the virtual target to determine whether the copy game scene needs to be shared to the preset publishing channel.

[0100] Exemplarily, when the player determines that the copy game scene needs to be shared to a preset publishing channel, the player selects the target communication identifier to display the preset publishing channel corresponding to the target communication identifier on the first graphical user interface, and shares the interactive entrance to the copy game scene to the preset publishing channel through the first interactive instruction.

[0101] See also Figure 4 , Figure 4 This is a schematic diagram of another first graphical user interface provided in an embodiment of the present application. Specifically, Figure 4 As shown, the first graphical user interface 20 is displayed on the first terminal device 10, and the player who operates the first terminal device selects the target communication identifier of the camp to display the preset publishing channel corresponding to the target communication identifier on the first graphical user interface, and the interactive entrance to enter the copy game scene is sent to the preset publishing channel through the first interactive instruction, that is, the chat window of the camp to which the first virtual character belongs is displayed on the first graphical user interface and the first virtual character sends the preset publishing channel to the chat window. Then, other players in the chat window can enter the copy game scene through the interactive entrance.

[0102] The shared path includes: a path selected from the route according to a default rule, or a path selected from the route in a customized manner.

[0103] For example, the sharing path selected by the default rule may be a path corresponding to a position at a preset distance from the first virtual character to the real-time position of the first virtual character determined on the route, or may be the route of the first virtual character after entering the current game. Furthermore, in response to the first operation on the first control, the sharing path on the route is directly determined by default, without the need for the player operating the first terminal device to customize the sharing path.

[0104] Exemplarily, the sharing path selected in a customized manner can be determined by selecting the starting point and end point of the sharing path in the route. The sharing path can be determined by operating the starting point control and end point control on the route, or the sharing path can be determined by inputting the starting point and end point of the sharing path. The route can be displayed on the first game scene or map interface.

[0105] Exemplarily, in response to a first operation on a first control, a path selection interface for a shared path is displayed on the first graphical user interface, and a starting point control and an end point control corresponding to the route and the shared path are displayed on the path selection interface, and in response to a move operation on the starting point control and the end point control, a start position and an end point position of the shared path are selected on the route. The move operation may be a sliding operation for changing the position of the starting point control or the end point control.

[0106] The route may be a route in the first game scene or a route in the map interface.

[0107] That is to say, after performing a first operation on a first control in a map interface or a first game scene, a sliding operation is performed on a starting point control on a route displayed on a first graphical user interface to determine the starting point position of the shared path, and a sliding operation is performed on an end point control on the route to determine the end point position of the shared path.

[0108] See also Figure 5 , Figure 5 A schematic diagram of a sharing path provided in an embodiment of the present application. Specifically, Figure 5 As shown, a first graphical user interface 20 is displayed on the first terminal device 10. After clicking the first control, the first graphical user interface displays a route 501 located in the first game scene, a starting point control 502 and an end point control 503 corresponding to the shared path. The starting point position of the shared path is selected by sliding the starting point control 502, and the starting point position of the shared path is selected by sliding the end point control 503. Thus, by clicking the first control, an interactive entrance to the copy game scene corresponding to the shared path is sent when the first graphical user interface displays the first game scene.

[0109] See also Figure 6 , Figure 6 A schematic diagram of another sharing path provided in an embodiment of the present application. Specifically, Figure 6 As shown, a first graphical user interface 20 is displayed on the first terminal device 10. After clicking the first control, a scene map and a route 601, a starting point control 602 and an end point control 603 corresponding to the shared path are displayed on the first graphical user interface, and cross roads are displayed on the scene map. The starting point position of the shared path is selected by sliding the starting point control 202, and the starting point position of the shared path is selected by sliding the end point control 203. Thus, by clicking the first control, an interactive entrance to the copy game scene corresponding to the shared path is sent when the scene map is displayed on the first graphical user interface.

[0110] See also Figure 7 , Figure 7 This is a flowchart of the steps for generating a copy game scene provided in an embodiment of the present application. Specifically, Figure 7 As shown, the copy game scene is generated in the following way:

[0111] S301: Determine the degree of completion of the game behavior performed by the first virtual character on each virtual target existing on the sharing path.

[0112] That is, the first virtual character performs a game behavior on the virtual target on the sharing path to change the object state of the virtual target, thereby determining the completion degree of each virtual target after the first virtual character performs the game behavior. In response to the first operation on the first control, the completion degree of the game behavior performed by each virtual target on the sharing path is determined.

[0113] Furthermore, for each virtual target existing on the sharing path, the first virtual character performs a game behavior on the virtual target. If the completion degree of the game behavior is completed, the object state of the virtual target is a completed state, that is, a full attack on the virtual target is achieved and all virtual resources corresponding to the virtual target are displayed. If the completion degree of the game behavior is incomplete, the object state of the virtual target is in the current state, that is, the virtual target is not fully attacked and all virtual resources corresponding to the virtual target are not displayed.

[0114] S302: Generate the copy game scene according to the copy generation method corresponding to the completion degree of all game behaviors.

[0115] Specifically, the copy game scene is generated in the following manner: if the completion degree of all game behaviors is completed, all virtual targets existing on the sharing path are determined as the preset virtual targets, the default game state of each virtual target existing on the sharing path is determined as the object state of the preset virtual target, and at least a portion of the first game scene covering the sharing path is copied to generate the copy game scene; if there is at least one game behavior whose completion degree is incomplete, the designated virtual target whose completion degree of the game behavior is incomplete is determined as the preset virtual target, the real-time game state of the designated virtual target is determined as the object state of the preset virtual target, and at least a portion of the first game scene covering the sharing path is copied to generate the copy game scene.

[0116] The default game state refers to the default initial state before executing the game behavior. That is, when the game behavior for each virtual target on the shared path is completed, all virtual targets on the shared path are determined as preset virtual targets, and a copy game scene containing the default game state of each virtual target on the shared path when the game behavior is not executed is generated, so that other players can enter the copy game scene and execute the game behavior for each virtual target on the shared path to obtain the virtual resources of the preset virtual target.

[0117] Among them, the real-time game state refers to the current state of the virtual target after the first virtual character performs the game behavior. The unfinished designated virtual targets include virtual targets that have not performed the game behavior and / or virtual targets that have not completely performed the game behavior. In other words, the game behavior is performed for each virtual target on the shared path. When the game behavior of at least one virtual target is not completed, the virtual target that has not performed the game behavior and / or the virtual target that has not completely performed the game behavior is used as the preset virtual target. Therefore, the generated copy game scene includes the virtual target that has not performed the game behavior and / or the virtual target that has not been completely executed. The game behavior is performed on the virtual target that has not completed the game behavior after entering the copy game scene, and the virtual resources corresponding to the preset virtual target are obtained.

[0118] Exemplarily, there are a first virtual target and a second virtual target on the sharing path. If the first virtual character completes the game behavior for both the first virtual target and the second virtual target, then the generated copy game scene includes a default game state in which the game behavior has not been executed for the first virtual target and the second virtual target; if the first virtual character only executes the game behavior for the first virtual target, and the degree of completion of the game behavior is incomplete, then the game state of the first virtual target in the generated copy game scene is a current game state caused by the first virtual character executing the game line and a default game state in which the game behavior has not been executed for the second virtual target.

[0119] Specifically, a second graphical user interface is provided through a second terminal device, and a second game scene corresponding to a second virtual character is displayed in the second graphical user interface. The second virtual character is a player virtual character controlled by the second terminal device, wherein it also includes: in response to a second interaction instruction, controlling the game scene displayed by the second graphical user interface to switch from the second game scene to the copy game scene, wherein the copy game scene includes a sharing path generated according to the route of the first virtual character in the first game scene and a preset virtual target on the sharing path; in response to a movement control instruction for the second virtual character, controlling the second virtual character to move in the copy game scene.

[0120] That is, the second virtual character corresponding to the player operating the second terminal device enters the replica game scene through the interactive entrance, and the second graphical user interface is controlled to switch from displaying the second game scene to displaying the replica game scene, so that the second virtual character enters the replica game scene. Furthermore, the player operating the second virtual character can issue a movement control instruction for the second virtual character, so as to control the second virtual character to move in the replica game scene according to the movement control instruction, and display the movement process of the second virtual character in the replica game scene through the second graphical user interface.

[0121] Exemplarily, the movement control instruction may be generated based on at least one of the following operations: operation on an icon or button on a graphical user interface for triggering movement of a virtual character, operation on a shortcut key on a terminal device and / or an shortcut key on an external input device connected to the terminal device. Exemplarily, in the case where the terminal device is a device with a touch screen, the above operation may be a touch operation performed on an icon or the like on the touch screen.

[0122] Among them, the second virtual character is a virtual character with the authority to enter the copy game scene, and there is a communication channel between the second virtual character and the first virtual character. The second virtual character can be a friend of the first virtual character, so there is a separate communication channel between the second virtual character and the first virtual character, and the first virtual character sends the interaction entrance to the communication channel only for the second virtual character, and the two parties can have a one-to-one conversation in the communication channel. The second virtual character can also be a virtual character belonging to the same camp or union as the first virtual character, so that the second virtual character and the first virtual character both exist in the communication channel corresponding to the camp or union, and the first virtual character sends the interaction entrance to the communication channel corresponding to the camp, and the communication channel includes at least each virtual character belonging to the camp or union, so that the first virtual character can have a conversation with other virtual characters in the camp in the communication channel.

[0123] The second interaction instruction is generated in the following manner: displaying a display page of the preset publishing channel in the second graphical user interface, the display page including an interaction tag; and generating the second interaction instruction in response to a trigger operation on the interaction tag.

[0124] That is, since the player corresponding to the first virtual character publishes the interactive entrance to the copy game scene in the preset publishing channel, after the second virtual character enters the preset publishing channel, the display page of the preset publishing channel is displayed in the second graphical user interface, and the display page of the preset publishing channel can be understood as a chat window. Furthermore, the interactive label of the copy game scene is displayed on the chat window, and the interactive entrance to the copy game scene is provided through the interactive label, that is, the player corresponding to the second virtual character can control the second virtual character to enter the copy game scene through the interactive entrance by clicking the interactive label.

[0125] The chat window referred to by the preset publishing channel may be a private chat window for a separate conversation with the first virtual character, or may be a group chat window of the camp to which both the first virtual character and the second virtual character belong.

[0126] Exemplarily, when the preset publishing channel is the group chat window of the camp to which the first virtual character belongs, the second virtual character is any other virtual character in the camp to which the first virtual character belongs, and the player corresponding to the second virtual character clicks the interactive label on the display page of the preset publishing channel to jump to the copy game interface on the second graphical user interface.

[0127] Exemplarily, the interactive tag includes an entry link and / or entry control of the copy game scene, that is, an entry link and / or entry control for entering the copy game interface is displayed on the preset publishing channel, so that the player operating the second virtual character can operate the second virtual character to enter the copy game interface by clicking the entry link or entry control.

[0128] For example, see Figure 8 , Figure 8 This is a schematic diagram of a second graphical user interface provided in an embodiment of the present application. Specifically, Figure 8 As shown, a second graphical user interface 802 is displayed on the second terminal device 801, and a display page of a preset publishing channel is displayed in the second graphical user interface. The player corresponding to the second virtual character can view the entry link of the copy game scene corresponding to the sharing path sent by the first virtual character in the display page, and use the "copy path" as the entry control to enter the copy game scene. The player corresponding to the second virtual character can control the second graphical user interface to jump from the second game scene to the copy game scene by clicking the entry control corresponding to the "copy path".

[0129] That is to say, the player corresponding to the second virtual character controls the game scene to enter the copy game scene by clicking the interactive tag displayed on the display page of the preset publishing channel, and the second terminal device needs to exit from the server where the current second game scene is located and log in to the server corresponding to the copy game scene based on the relevant information of the copy game scene.

[0130] The method also includes: determining an interaction mode of the copy game scene, wherein the interaction mode is determined according to the degree of completion of the game behavior performed by the first virtual character for each virtual target existing on the sharing path; and presenting the interaction label under the preset publishing channel according to display parameters corresponding to the interaction mode.

[0131] The interaction mode includes an independent mode and a collaborative mode. The independent mode corresponds to the completion of all game behaviors, and the collaborative mode corresponds to the incompleteness of at least one game behavior. The copy game scenes entered by different terminal devices with interaction tags corresponding to the copy game scenes using the independent mode are independent of each other, and the different terminal devices with interaction tags corresponding to the copy game scenes using the collaborative mode enter the same copy game scene to collaboratively perform game behaviors for the preset virtual targets.

[0132] That is to say, in one case, the second virtual character enters the copy game scene alone and performs game behaviors for preset virtual targets alone. At this time, the interaction between the first virtual character and the second virtual character only provides the second virtual character with an interactive entrance to enter the copy game scene, and each preset virtual target in the copy game scene is in a default game state where no game behaviors are executed.

[0133] In another case, there may be at least one second virtual character entering the copy game scene, and the copy game scene also includes a first virtual character. The first virtual character and all the second virtual characters entering the copy game scene jointly perform game behaviors on preset virtual targets. At this time, the interaction between the first virtual character and each second virtual character includes providing an interactive entrance to the copy game scene to the preset publishing channel corresponding to the camp to which they belong and jointly performing game behaviors on preset virtual objects in the copy game scene. The preset virtual target in the copy game scene is in the current game state where the first virtual character has performed game behaviors on it before sending the interactive entrance.

[0134] Specifically, when the completion degree of the game behaviors performed by the first virtual character for each virtual target existing on the sharing path is completed, the first virtual character does not need to perform the game behaviors with any second virtual character. The first virtual character is not in the copy game scene. The interaction tag sent by the first virtual character requires each second virtual character to enter the copy game scene independently, and different second virtual characters are all in the copy game scene separately to independently perform game behaviors for preset virtual targets.

[0135] Specifically, if the completion degree of the game behavior performed by the first virtual character for any virtual target existing on the sharing path is incomplete, then the first virtual character needs to cooperate with the second virtual character to perform the game behavior, the interaction tag sent by the first virtual character requires the second virtual character to enter the copy game scene, and the first virtual character is in the copy game scene, and the first virtual character is located in the copy game scene, and the first virtual character is required to perform the game behavior for the preset virtual target together with at least one second virtual character.

[0136] Specifically, the method also includes: in response to an interactive tag corresponding to a copy game scene using a collaborative method being triggered, controlling the game scene displayed by the first graphical user interface to switch from the first game scene to the copy game scene; controlling the first virtual character to move in the copy game scene in a second movement method, the second movement method including: controlling the first virtual character to move in the copy game scene according to a movement control operation for the first virtual character.

[0137] That is, the player operating the first virtual character performs a trigger operation on the interactive tag provided on the preset publishing channel, so that the game scene displayed on the first graphical user interface is switched to the copy game scene, and the first virtual character enters the copy game scene. Then, the first virtual character is controlled to move by the movement operation performed by its corresponding player, rather than moving according to the change of the actual geographical location of the first terminal device. Furthermore, in the copy game scene, the first graphical user interface can display a movement control for the movement of the virtual character, so that the player can control the movement of the first virtual character in the copy game scene by triggering the movement control.

[0138] Exemplarily, different identifiers are set for the independent mode and the collaborative mode. When producing a copy game scene, the interaction mode of the copy game scene is determined to be independent or collaborative based on the degree of completion of the game behavior performed by the first virtual character for each virtual target on the shared path, and the identifier corresponding to the interaction mode of the copy game scene is stored to facilitate identifying the interaction mode of the copy game scene through the identifier, and presenting the interaction label in the display page according to the display parameters corresponding to the interaction mode.

[0139] Exemplarily, different interaction modes may correspond to different display parameters, and different interaction modes may be prompted by different colors, different fonts, etc., so that the player corresponding to the second virtual character can determine through the different display parameters whether it is necessary to cooperate with the first virtual character to perform game behaviors for preset virtual targets when entering the copy game scene subsequently.

[0140] Exemplarily, the interaction labels corresponding to different interaction modes can also be used with different texts to indicate the interaction modes. For example, the interaction label corresponding to the independent mode can be an entry control set to display "independently execute game behavior", and the interaction label corresponding to the collaborative mode can be set to display "collaboratively execute game behavior" as an entry control, so that the player operating the second virtual character can clarify whether to execute the game behavior in collaboration with the first virtual character through the text displayed on the interaction label before clicking the interaction label.

[0141] Among them, when the interaction mode is a collaborative mode, the second virtual character enters the copy game scene alone through the interactive entrance on the display page of the preset publishing channel, and the second virtual character performs game behavior alone for the preset virtual target of the copy game scene, and the first virtual character is not in the copy game scene; when the interaction mode is a collaborative mode, the copy game scene is a game scene in which the first virtual character is located in the sharing path, and the first virtual character does not need to enter the copy game scene through the interactive entrance on the display page of the preset publishing channel, that is, the first virtual character itself is in the copy game scene, and only the second virtual character needs to enter the copy game scene through the interactive entrance.

[0142] Furthermore, the present application determines a sharing path through the route of the first virtual character, generates a copy game scene including a preset virtual target corresponding to the sharing path, and shares an interactive entrance to the copy game scene through a preset interactive channel, so that other virtual players can enter the copy game scene through the interactive entrance, thereby enhancing the interaction and cooperation between players, providing richer and more diverse game scenes, and solving the problems of a single interactive method and a relatively fixed distribution of virtual targets in current games, so that players can enter virtual game scenes corresponding to other actual scenes, and through the degree of mutual understanding between players, increase the number of virtual targets for which players can perform game behaviors, increase virtual capabilities, and improve server utilization.

[0143] Based on the same application concept, the embodiments of the present application also provide a device corresponding to the information processing method in the game provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the information processing method in the game in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0144] like Fig. 9 As shown, Fig. 9 A functional module diagram of an information processing device in a game provided by an embodiment of the present application. A first graphical user interface is provided through a first terminal device, and the information processing device 900 in the game includes: a display control module 901, which displays a first game scene and a first virtual character in the first graphical user interface, and the first virtual character is a player virtual character controlled by the first terminal device; a movement control module 902, which controls the first virtual character to move in the first game scene in a first movement mode, and the first movement mode includes: controlling the first virtual character to move in the first game scene based on the geographic location information of the first terminal device in the real scene; a publishing module 903, in response to a first interaction instruction initiated for a behavior event of the first virtual character in the first game scene, providing an interaction tag through a preset publishing channel to share the behavior event with users under the preset publishing channel, and the interaction tag includes an interaction entrance for entering a copy game scene, and the copy game scene is determined based on the behavior event.

[0145] In a possible implementation of the present application, a plurality of virtual targets are included in the first game scene, wherein the behavior event includes the first virtual character performing a game behavior on at least one virtual target existing on a route in the first game scene.

[0146] In a possible implementation of the present application, the copy game scene includes at least a portion of the first game scene covering a sharing path and a preset virtual target on the sharing path, and the sharing path includes part or all of the route.

[0147] In a possible implementation of the present application, it also includes: a copy generation module, which copies at least part of the first game scene corresponding to the sharing path in the background environment of the game, and extracts the object state of the preset virtual target to generate the copy game scene.

[0148] In one possible implementation of the present application, the publishing module generates the first interaction instruction in the following manner: in response to a first operation on a first control, at least one communication identifier under the game is displayed in the first graphical user interface, and the first control is a control for triggering interaction with a behavioral event; in response to a selection of a target communication identifier, the first interaction instruction is generated, and the preset publishing channel is the communication channel indicated by the target communication identifier.

[0149] In a possible implementation of the present application, a second control for viewing virtual targets existing in the first game scene is displayed in the first graphical user interface, and the publishing module is further used to: display a map interface in the first graphical user interface in response to a trigger operation on the second control, and the first control is displayed on the map interface.

[0150] In one possible implementation of the present application, the copy generation module generates the copy game scene in the following manner: determining the completion of the game behavior performed by the first virtual character for each virtual target existing on the sharing path; and generating the copy game scene according to the copy generation method corresponding to the completion of all game behaviors.

[0151] In one possible implementation of the present application, the copy generation module generates the copy game scene in the following manner: if the completion degree of all game behaviors is completed, all virtual targets existing on the sharing path are determined as the preset virtual targets, the default game state of each virtual target existing on the sharing path is determined as the object state of the preset virtual target, and at least a portion of the first game scene covering the sharing path is copied to generate the copy game scene; if there is at least one game behavior whose completion degree is incomplete, the designated virtual target whose completion degree of the game behavior is incomplete is determined as the preset virtual target, the real-time game state of the designated virtual target is determined as the object state of the preset virtual target, and at least a portion of the first game scene covering the sharing path is copied to generate the copy game scene.

[0152] In a possible implementation manner of the present application, the shared path includes: a path selected from the route according to a default rule, or a path selected from the route in a customized manner.

[0153] In a possible implementation of the present application, a second graphical user interface is provided through a second terminal device, and a second game scene corresponding to a second virtual character is displayed in the second graphical user interface, and the second virtual character is a player virtual character controlled by the second terminal device, wherein it also includes: a switching module, in response to a second interaction instruction, controlling the game scene displayed by the second graphical user interface to switch from the second game scene to the copy game scene, wherein the copy game scene includes a sharing path generated according to the route of the first virtual character in the first game scene and a preset virtual target on the sharing path; in response to a movement control instruction for the second virtual character, controlling the second virtual character to move in the copy game scene.

[0154] In one possible implementation of the present application, the switching module generates the second interaction instruction in the following manner: displaying a display page of the preset publishing channel in the second graphical user interface, the display page including an interaction tag; and generating the second interaction instruction in response to a trigger operation on the interaction tag.

[0155] In a possible implementation of the present application, it also includes: an interactive label display module, which determines the interactive mode of the copy game scene, wherein the interactive mode is determined according to the completion of the game behavior performed by the first virtual character for each virtual target existing on the sharing path; and presents the interactive label under the preset publishing channel according to the display parameters corresponding to the interactive mode.

[0156] In a possible implementation of the present application, the interaction mode includes an independent mode and a collaborative mode. The independent mode corresponds to the completion of all game behaviors, and the collaborative mode corresponds to the existence of at least one game behavior that is not completed. The copy game scenes entered by different terminal devices that trigger the interaction tags corresponding to the copy game scene using the independent mode are independent of each other, and the different terminal devices that trigger the interaction tags corresponding to the copy game scene using the collaborative mode enter the same copy game scene to collaboratively perform game behaviors for the preset virtual targets.

[0157] In one possible implementation of the present application, the interactive tag display module is also used to, in response to the interactive tag corresponding to the copy game scene using a collaborative method being triggered, control the game scene displayed by the first graphical user interface to switch from the first game scene to the copy game scene; control the first virtual character to move in the copy game scene in a second movement method, the second movement method including: controlling the first virtual character to move in the copy game scene according to the movement control operation for the first virtual character.

[0158] Based on the same application concept, see Fig.10 As shown, it is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 100 includes: a processor 101, a memory 102 and a bus 103. The memory 102 stores machine-readable instructions executable by the processor 101. When the electronic device 100 is running, the processor 101 communicates with the memory 102 through the bus 103. The machine-readable instructions are executed by the processor 101 when running to execute the steps of the information processing method in the game as described in any of the above embodiments, which are as follows:

[0159] A first game scene and a first virtual character are displayed in the first graphical user interface, wherein the first virtual character is a player virtual character controlled by the first terminal device; the first virtual character is controlled to move in a first movement method in the first game scene, wherein the first movement method includes: controlling the first virtual character to move in the first game scene based on the geographic location information of the first terminal device in the real scene; in response to a first interaction instruction initiated for a behavior event of the first virtual character in the first game scene, an interaction tag is provided through a preset publishing channel to share the behavior event with users under the preset publishing channel, wherein the interaction tag includes an interaction entrance for entering a copy game scene, and the copy game scene is determined based on the behavior event.

[0160] The above-mentioned electronic devices can help enrich the gaming scenarios to improve the players' gaming experience and the utilization of service resources.

[0161] Based on the same application concept, the embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed by a processor to perform the steps of the information processing method in the game provided in the above embodiment, which are specifically as follows:

[0162] A first game scene and a first virtual character are displayed in the first graphical user interface, wherein the first virtual character is a player virtual character controlled by the first terminal device; the first virtual character is controlled to move in a first movement method in the first game scene, wherein the first movement method includes: controlling the first virtual character to move in the first game scene based on the geographic location information of the first terminal device in the real scene; in response to a first interaction instruction initiated for a behavior event of the first virtual character in the first game scene, an interaction tag is provided through a preset publishing channel to share the behavior event with users under the preset publishing channel, wherein the interaction tag includes an interaction entrance for entering a copy game scene, and the copy game scene is determined based on the behavior event.

[0163] The computer-readable storage medium described above helps to enrich game scenarios, thereby improving players' gaming experience and the utilization of service resources.

[0164] Those skilled in the art can clearly understand that, for the convenience and simplicity 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. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0165] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0166] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0167] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, 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, and the computer software product is stored in a storage medium, including a number of instructions to enable 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 application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.

[0168] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: Providing a first graphical user interface through a first terminal device, the method comprising: Displaying a first game scene and a first virtual character in the first graphical user interface, where the first virtual character is a player virtual character controlled by the first terminal device; Controlling the first virtual character to move in the first game scene in a first moving manner, wherein the first moving manner includes: controlling the first virtual character to move in the first game scene based on geographic location information of the first terminal device in a real scene; In response to a first interaction instruction initiated for a behavioral event of the first virtual character in the first game scene, an interaction tag is provided through a preset publishing channel to share the behavioral event with users under the preset publishing channel, and the interaction tag includes an interaction entrance for entering a copy game scene, and the copy game scene is determined based on the behavioral event.

2. The method according to claim 1, characterized in that The first game scene includes a plurality of virtual targets. The behavior event includes the first virtual character performing a game behavior on at least one virtual target existing on a route in the first game scene.

3. The method according to claim 2, characterized in that The copy game scene includes at least a portion of the first game scene covering a sharing path and a preset virtual target on the sharing path, and the sharing path includes part or all of the route.

4. The method according to claim 3, characterized in that Also includes: In the background environment of the game, at least a portion of the first game scene corresponding to the sharing path is copied, and the object state of the preset virtual target is extracted to generate the copy game scene.

5. The method according to claim 1, characterized in that The first interaction instruction is generated in the following manner: In response to a first operation on a first control, displaying at least one communication identifier under the game in the first graphical user interface, the first control being a control for triggering an interaction with a behavioral event; In response to the selection of the target communication identifier, the first interaction instruction is generated, and the preset publishing channel is the communication channel indicated by the target communication identifier.

6. The method according to claim 5, characterized in that The first graphical user interface displays a second control for viewing a virtual target in the first game scene. Among them, it also includes: In response to a triggering operation on the second control, a map interface is presented in the first graphical user interface, and the first control is displayed on the map interface.

7. The method according to claim 3, characterized in that The copy game scene is generated in the following way: Determining a degree of completion of a game behavior performed by the first virtual character for each virtual target existing on the sharing path; The copy game scene is generated according to a copy generation method corresponding to the degree of completion of all game behaviors.

8. The method according to claim 7, characterized in that The copy game scene is generated in the following way: If the completion degree of all game behaviors is completed, all virtual targets existing on the sharing path are determined as the preset virtual targets, the default game state of each virtual target existing on the sharing path is determined as the object state of the preset virtual target, and at least part of the first game scene covering the sharing path is copied to generate the copy game scene; If there is at least one game behavior whose completion degree is incomplete, the designated virtual target whose completion degree is incomplete is determined as the preset virtual target, the real-time game state of the designated virtual target is determined as the object state of the preset virtual target, and at least a portion of the first game scene covering the sharing path is copied to generate the copy game scene.

9. The method according to claim 3, characterized in that: The shared path includes: a path selected from the route according to a default rule, or a path selected from the route in a customized manner.

10. The method according to claim 1, characterized in that A second graphical user interface is provided through a second terminal device, wherein a second game scene corresponding to a second virtual character is displayed in the second graphical user interface, and the second virtual character is a player virtual character controlled by the second terminal device. Among them, it also includes: In response to a second interaction instruction, controlling the game scene displayed by the second graphical user interface to switch from the second game scene to the copy game scene, wherein the copy game scene includes a sharing path generated according to the path of the first virtual character in the first game scene and a preset virtual target on the sharing path; In response to the movement control instruction for the second virtual character, the second virtual character is controlled to move in the copy game scene.

11. The method according to claim 10, characterized in that The second interaction instruction is generated in the following manner: Displaying a display page of the preset publishing channel in the second graphical user interface, wherein the display page includes an interactive tag; In response to a trigger operation on the interaction tag, the second interaction instruction is generated.

12. The method according to claim 3, characterized in that Also includes: Determining an interaction mode of the copy game scene, wherein the interaction mode is determined according to a degree of completion of a game behavior performed by the first virtual character for each virtual target existing on the sharing path; The interactive tag is presented under the preset publishing channel according to the display parameters corresponding to the interactive mode.

13. The method according to claim 12, characterized in that The interaction mode includes an independent mode and a collaborative mode. The independent mode corresponds to the completion of all game behaviors being completed, and the collaborative mode corresponds to the completion of at least one game behavior being incomplete. Among them, different terminal devices that trigger interactive tags corresponding to the copy game scenes in an independent manner enter independent copy game scenes, and different terminal devices that trigger interactive tags corresponding to the copy game scenes in a collaborative manner enter the same copy game scene to collaboratively execute game behaviors for the preset virtual targets.

14. The method according to claim 12, characterized in that Also includes: In response to an interactive tag corresponding to the copy game scene in a collaborative manner being triggered, controlling the game scene displayed by the first graphical user interface to switch from the first game scene to the copy game scene; The first virtual character is controlled to move in the copy game scene in a second movement manner, wherein the second movement manner includes: controlling the first virtual character to move in the copy game scene according to a movement control operation for the first virtual character.

15. An information processing device in a game, characterized in that: Providing a first graphical user interface through a first terminal device, the apparatus comprising: A display control module, which displays a first game scene and a first virtual character in the first graphical user interface, where the first virtual character is a player virtual character controlled by the first terminal device; A movement control module, controlling the first virtual character to move in the first game scene in a first movement mode, wherein the first movement mode includes: controlling the first virtual character to move in the first game scene based on geographic location information of the first terminal device in a real scene; A publishing module, in response to a first interaction instruction initiated for a behavior event of the first virtual character in the first game scene, provides an interaction tag through a preset publishing channel to share the behavior event with users under the preset publishing channel, wherein the interaction tag includes an interaction entrance for entering a copy game scene, and the copy game scene is determined based on the behavior event.

16. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 14.

17. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 14 are executed.

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