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

By binding the target virtual object with movable components in the game and using the pathfinding grid data to calculate the target proxy location and orientation, the problem of low computing efficiency in the prior art is solved, and more efficient virtual object location calculation and hardware device performance optimization are achieved.

CN119499654APending Publication Date: 2025-02-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411412265.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-10
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

The prior art uses a pathfinding grid to calculate the position of the target virtual object in a game scene, which leads to an increase in data processing volume and performance overhead of the hardware device.

Method used

When the target virtual object is bound to a movable component, the target proxy position and orientation of the target virtual object relative to the movable component is calculated using the pathfinding grid data, and the target position and orientation of the target virtual object are directly calculated based on the position and orientation of the movable component in the world coordinate system.

Benefits of technology

It reduces the calculation amount of target virtual object location update, improves the calculation efficiency of virtual object location, and reduces the data processing volume and performance overhead of hardware devices.

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Patent Text Reader

Abstract

According to the information processing method and device in the game, the electronic equipment and the readable storage medium, in the process that the target virtual object and the movable component are bound to carry out overall automatic movement, the second interaction instruction for the target virtual object is responded, and after it is determined that the target virtual object moves, the target virtual object is automatically moved. A target agent location and a target agent orientation relative to the movable component; and determining a target position and a target orientation of the target virtual object after moving under the world coordinates based on the target agent position and the target agent orientation of the target virtual object, and the moving component position and the moving component orientation of the movable component after moving under the world coordinates, so as to update the position of the target virtual object under the world coordinates. According to the method, the calculation amount for updating the position of the target virtual object is reduced, the calculation efficiency of the position of the virtual object is improved, the data processing amount of hardware equipment (terminal equipment and / or a server) is reduced, and the performance overhead of the hardware equipment (terminal equipment and / or the server) is reduced.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to information processing methods, devices, electronic devices, and readable storage media in games. Background Art

[0002] The target virtual object controlled by the player will move in the game scene. How to determine the position of the target virtual object after movement in the game scene and display the updated position of the target virtual object after movement in the graphical user interface has become an urgent problem to be solved.

[0003] In related technologies, the reachability of the target virtual object in the game scene can be calculated through the nav mesh, and an offline map grid data nav mesh is used to directly store the places that the target virtual object controlled by the player can reach. The target virtual object wants to move in the next direction, and the target point is confirmed according to the moving speed and direction. If the target point exists in the nav mesh, the position of the target virtual object is set to the corresponding position.

[0004] However, in the method of calculating the target position through the navigation grid, for the calculation and update of the position point of the movable component, the shape of the movable component needs to be a specific shape, and more complex calculation steps are required, the amount of calculation is large, resulting in low calculation efficiency for the position of the virtual object. Summary of the invention

[0005] In view of this, the present application provides an information processing method, device, electronic device and readable storage medium in a game. When a target virtual object is bound to a movable component and moves automatically together in a game scene, a target proxy position and a target proxy orientation of the target virtual object relative to the movable component are calculated based on the use of pathfinding grid data. At the same time, according to the mobile component position and the mobile component orientation of the movable component in the world coordinate system, the target position and the target orientation of the target virtual object in the world coordinate system are directly calculated. This can reduce the amount of calculation for updating the position of the target virtual object, improve the calculation efficiency of the position of the virtual object, reduce the amount of data processing of the hardware device (terminal device and / or server), and reduce the performance overhead of the hardware device (terminal device and / or server).

[0006] In a first aspect, an embodiment of the present application provides an information processing method in a game, wherein a graphical user interface is provided through a terminal device, and at least part of a game scene is displayed on the graphical user interface; the game scene includes a target virtual object and a movable component; the information processing method includes:

[0007] In response to a first interaction instruction triggered by the target virtual object and the movable component, the target virtual object is bound to the movable component, and the target virtual object and the movable component are controlled to automatically move as a whole in the game scene;

[0008] In the process of the target virtual object and the movable component being automatically moved as a whole, responding to a second interaction instruction for the target virtual object, determining a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction;

[0009] Determine the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates;

[0010] Based on the target agent position and the target agent orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, the target position and the target orientation of the target virtual object after moving in the world coordinates are determined to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

[0011] In a second aspect, an embodiment of the present application further provides an information processing device in a game, which provides a graphical user interface through a terminal device, and displays at least part of a game scene on the graphical user interface; the game scene includes a target virtual object and a movable component; the information processing device includes:

[0012] An object binding module, configured to bind the target virtual object to the movable component in response to a first interaction instruction triggered by the target virtual object and the movable component, and control the target virtual object and the movable component to automatically move as a whole in the game scene;

[0013] an agent position determination module, configured to determine a target agent position and a target agent orientation of the target virtual object relative to the movable component in response to a second interaction instruction directed to the target virtual object if the target virtual object is riding on the movable component, based on the second interaction instruction;

[0014] A component position determination module, used to determine the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates;

[0015] A target position determination module is used to determine the target position and target orientation of the target virtual object after it moves in the world coordinates based on the target proxy position and the target proxy orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, so as to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

[0016] 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 via the bus, and the processor executes the machine-readable instructions to execute the information processing method in the game as described in any one of the first aspects.

[0017] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the information processing method in the game as described in any one of the first aspects is executed.

[0018] The information processing method, device, electronic device and readable storage medium in the game provided by the embodiments of the present application respond to a first interaction instruction triggered by a target virtual object and a movable component, bind the target virtual object and the movable component, and control the target virtual object and the movable component to move automatically as a whole in the game scene; during the process of the target virtual object and the movable component moving automatically as a whole, respond to a second interaction instruction for the target virtual object, determine the target agent position and target agent orientation of the target virtual object relative to the movable component after the target virtual object moves based on the second interaction instruction; determine the mobile component position and mobile component orientation of the movable component after the movable component moves in the world coordinates; determine the target position and target orientation of the target virtual object after the target virtual object moves in the world coordinates based on the target agent position and target agent orientation of the target virtual object, and the mobile component position and mobile component orientation of the movable component, so as to update the position of the target virtual object and the movable component after the overall automatic movement in the world coordinates. In this way, when the target virtual object is bound to the movable component and moves automatically together in the game scene, the target proxy position and target proxy orientation of the target virtual object relative to the movable component are calculated based on the use of the navigation grid data. At the same time, the target position and target orientation of the target virtual object in the world coordinate system are directly calculated according to the mobile component position and mobile component orientation of the movable component in the world coordinate system. This can reduce the amount of calculation for updating the position of the target virtual object, improve the calculation efficiency of the position of the virtual object, reduce the data processing amount of the hardware device (terminal device and / or server), and reduce the performance overhead of the hardware device (terminal device and / or server).

[0019] 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

[0020] 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.

[0021] Figure 1 A flowchart of an information processing method in a game provided by an embodiment of the present application;

[0022] Figure 2 A schematic diagram of the position of a target virtual object in a world coordinate system provided in an embodiment of the present application;

[0023] Figure 3This is one of the structural schematic diagrams of an information processing device in a game provided by an embodiment of the present application;

[0024] Figure 4 This is a second structural diagram of an information processing device in a game provided by an embodiment of the present application;

[0025] Figure 5 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0026] 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. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different 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, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.

[0027] First, the nouns involved in this application are introduced:

[0028] (1) Terminal equipment

[0029] The terminal device involved in the embodiments of the present application mainly refers to a terminal for providing a graphical user interface and capable of controlling and operating a virtual character. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a laptop, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group AudioLayer IV, Moving Picture Experts Compression Standard Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present application, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0030] (2) Graphical User Interface

[0031] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows 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.

[0032] (3) Game scenes

[0033] The game scene is the scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0034] (4) Target virtual object:

[0035] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual character is a character controlled by a player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual character may include a virtual character that competes in a game scene. Optionally, the number of virtual characters in the game scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application is not limited to this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual characters.

[0036] Secondly, the technical background of this application is introduced:

[0037] The target virtual object controlled by the player will move in the game scene. How to determine the position of the target virtual object after movement in the game scene and display the updated position of the target virtual object after movement in the graphical user interface has become an urgent problem to be solved.

[0038] In the related technology, on the one hand, pure physics can be used to calculate the forces on rigid bodies or obtain additional speed and movement restricted by collisions in various scenes. However, the above calculation process requires the additional setting of a physics engine. For games that do not have a physics engine, it is difficult to change some logic to pure physics, and an additional set of movement logic needs to be maintained at the same time.

[0039] On the other hand, the reachability of the target virtual object in the game scene can be calculated through the nav mesh, which uses an offline map grid data nav mesh to directly store the places that the target virtual object controlled by the player can reach. The target virtual object wants to move in the next direction, and the target point is confirmed based on the moving speed and direction. If the target point exists in the nav mesh, the position of the target virtual object is set to the corresponding position.

[0040] However, in the method of calculating the target position through the navigation grid, for the calculation and update of the position point of the movable component, the shape of the movable component needs to be a specific shape, and more complex calculation steps are required, the amount of calculation is large, resulting in low calculation efficiency for the position of the virtual object.

[0041] Based on this, an embodiment of the present application provides an information processing method in a game to reduce the amount of calculation for updating the position of a target virtual object, improve the calculation efficiency of the position of the virtual object, reduce the data processing amount of hardware devices (terminal devices and / or servers), and reduce the performance overhead of hardware devices (terminal devices and / or servers).

[0042] In one embodiment of the application, the information processing method in the game can be run on a local terminal device or a server. When the information processing method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0043] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0044] 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.

[0045] In an optional 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 (such as a local touch terminal) or the client device in the cloud interaction system mentioned above. The following is an example of the information processing method in the above game running on a local terminal device (hereinafter referred to as the terminal device).

[0046] See also Figure 1 , Figure 1 This is a flow chart of an information processing method in a game provided by an embodiment of the present application. Figure 1 As shown in , the information processing method in the game provided by the embodiment of the present application includes:

[0047] S101. In response to a first interaction instruction triggered by the target virtual object and the movable component, the target virtual object and the movable component are bound, and the target virtual object and the movable component are controlled to automatically move as a whole in the game scene.

[0048] S102: In a process in which the target virtual object and the movable component automatically move as a whole, respond to a second interaction instruction directed to the target virtual object, and determine a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction.

[0049] S103, determining the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates.

[0050] S104, based on the target proxy position and the target proxy orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, determine the target position and the target orientation of the target virtual object after moving in the world coordinates, so as to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

[0051] The information processing method in the game provided by the embodiment of the present application calculates the target proxy position and target proxy orientation of the target virtual object relative to the movable component based on the use of the pathfinding grid data when the target virtual object is bound to the movable component and moves automatically together in the game scene. At the same time, the target position and target orientation of the target virtual object in the world coordinate system are directly calculated according to the mobile component position and mobile component orientation of the movable component in the world coordinate system. This can reduce the amount of calculation for updating the position of the target virtual object, improve the calculation efficiency of the position of the virtual object, reduce the data processing amount of the hardware device (terminal device and / or server), and reduce the performance overhead of the hardware device (terminal device and / or server).

[0052] The following is a description of the exemplary steps of the present application embodiment:

[0053] S101. In response to a first interaction instruction triggered by the target virtual object and the movable component, the target virtual object and the movable component are bound, and the target virtual object and the movable component are controlled to automatically move as a whole in the game scene.

[0054] In an embodiment of the present application, the target virtual object controlled by the player will move in the game scene. How to determine the position of the target virtual object after movement in the game scene and display the updated position of the target virtual object after movement in the graphical user interface is also an urgent problem to be solved.

[0055] In an optional implementation, the reachability of the target virtual object in the game scene can be calculated through a navigation grid, and an offline map grid data nav mesh is used to directly store the places that the target virtual object controlled by the player can reach. The target virtual object wants to move in the next direction, and the target point is confirmed according to the moving speed and direction. If the target point exists in the nav mesh, the position of the target virtual object is set to the corresponding position.

[0056] Among them, nav mesh is a path-finding mesh surface. The game engine provides an interface to check whether a coordinate position is on this surface. In an optional implementation, the data stored in the nav mesh file can be represented by position coordinates, which are generally three-dimensional coordinates.

[0057] In an optional implementation, the target virtual object in the game scene may be mounted on a movable component in the scene, and the movable component carries the target virtual object to move in the game scene.

[0058] Among them, without setting up a physical engine separately, when it is determined that the target virtual object and the movable component trigger the first interaction instruction, and after it is determined that the automatic pathfinding setting is performed through the grid data nav mesh, the target virtual object will be bound to the movable component, and the two will be regarded as a whole and move together in the game scene.

[0059] Exemplarily, the target virtual object boards a virtual vehicle (movable component) to move, for example, the target virtual object drives a virtual vehicle to move in the game scene, or the target virtual object takes a cruise ship to move in the waters in the game scene, or the target virtual object takes a float to cruise in the game scene, etc.

[0060] In one possible implementation, a component riding control may be set in a graphical user interface, and if a trigger operation for the component riding control is received from a player, it is determined that a first interaction instruction for the target virtual object and the movable component is triggered, and the target virtual object is controlled to move to the movable component. Alternatively, a specific trigger gesture may be set, and if it is detected that the player makes a specific trigger gesture, the target virtual object is controlled to move to the movable component.

[0061] In another optional embodiment, the method for determining the coincidence of the coordinate position of the target virtual object and the coordinate position of the movable component may be to obtain the position coordinates of the target virtual object in the game scene and the position coordinates of the movable component in the game scene in real time, and determine whether the current position of the target virtual object coincides with the position of the movable component and whether the current position of the target virtual object is located at the position of the movable component based on the position coordinates of the target virtual object in the game scene and the position coordinates of the movable component; if the current position of the target virtual object coincides with the position of the movable component and the current position of the target virtual object is located at the position of the movable component, determine that the target virtual object is moved to the movable component.

[0062] Further, after determining that the target virtual object and the movable component trigger the first interaction instruction and binding the target virtual object to the component, the target virtual object will automatically move together with the movable component in the game scene according to the change of the grid data.

[0063] S102: If the target virtual object is riding on the movable component, respond to a second interaction instruction directed to the target virtual object, and determine a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction.

[0064] In an embodiment of the present application, after determining that the target virtual object is riding on a movable component located in the game scene, the target virtual object is bound to the movable component, and generally the two are automatically moved as a whole. In order to better fit the real moving scene, the player can control the target virtual object to move on the movable component by issuing a second interaction instruction, that is, the target virtual object moves on the movable component, thereby causing a position change relative to the movable component.

[0065] Specifically, taking the movable component as a virtual flower boat as an example, the player can control the target virtual object to move from the bow to the stern of the virtual flower boat through the second interaction instruction; if the virtual flower boat is a multi-story structure, the player can control the target virtual object to move up and down between different floors of the virtual flower boat through the second interaction instruction.

[0066] In an optional embodiment, a mobile control may be provided in the graphical user interface, and the player may issue a second interaction instruction for the target virtual object by triggering the mobile control. The triggering operation for the mobile control may be a touch operation for the mobile control or a click operation for the mobile control.

[0067] For example, when the terminal device is a terminal device, the trigger operation for the mobile control can be a touch operation for the mobile control (long press operation, click operation or sliding operation, etc.); when the terminal device is a PC, the trigger operation for the mobile control can be a click operation for the mobile control through an external input device (through a click operation of the mouse, etc.).

[0068] In an optional embodiment, after the player issues a second interaction instruction, it is necessary to parse the moving direction and speed based on the second interaction instruction, and then determine the position that the player expects the target virtual object to reach when issuing the second interaction instruction. When controlling the target virtual object to move toward the desired position, it is necessary to determine whether the current desired position is a reachable position.

[0069] Among them, when determining the position in the game scene, some obstacle components or unreachable areas set in the game scene (such as the virtual deep sea area in the game scene, etc.) are positions that the target virtual object cannot reach. Therefore, before controlling the target virtual object to move toward the desired position, it is necessary to determine whether the position that the player expects to control the target virtual object to reach when issuing the second interaction instruction is a reachable position, and the position that the target virtual object can reach in the game scene is a position pre-stored in the position file, that is, it is necessary to pre-build a file storing the position that the target virtual object can reach.

[0070] Specifically, the information processing method further includes:

[0071] a1: for each stationary scene component set in the game scene, determine a stationary scene position file that the target virtual object can reach; the stationary scene position file includes map grid data of multiple stationary scene components that the target virtual object can reach.

[0072] a2: for each movable component set in the game scene, determine the mobile scene position file that the target virtual object can reach on the movable component; the mobile scene position file includes map grid data on multiple movable components that the target virtual object can reach.

[0073] In an embodiment of the present application, in order to meet different situations where the target virtual object rides on a movable component and where the target virtual object does not ride on a movable component, when pre-storing the position file, it is necessary to store the reachable positions in each stationary scene component set in the game scene and the reachable positions in each movable component set in the game scene in different position files, respectively, so that different position files can be called respectively in different moving situations of the target virtual object, thereby accurately controlling the position update of the target virtual object.

[0074] Specifically, the map grid data of the positions that can be reached in each stationary scene component set in the game scene is stored in the stationary scene position file, and the map grid data of the positions that can be reached in each movable component set in the game scene is stored in the mobile scene position file.

[0075] Among them, in order to ensure that the model in the game scene meets the normal scene display conditions when it is displayed, for each map grid data in the mobile scene position file, the center of each map grid data relative to the world coordinate is consistent with the corresponding model center, that is, when the model is placed at the origin of the world coordinate, the position where the target virtual object can move and the position displayed on the model are completely corresponding.

[0076] For example, if the target virtual object moves on the virtual flower boat, it is necessary to ensure that the model of the target virtual object displayed on the graphical user interface moves within the reachable range of the virtual flower boat. If the center of each map grid data relative to the world coordinate is not consistent with the corresponding model center, part of the model of the target virtual object may be displayed outside the virtual flower boat during display, which is inconsistent with the actual display situation. Therefore, it is necessary to make the center of each map grid data relative to the world coordinate consistent with the corresponding model center.

[0077] In an optional implementation, after determining that the target virtual object is riding on the movable component, it is necessary to first calculate the initial position of the target virtual object relative to the movable component, so as to subsequently control the movement of the target virtual object on the movable component according to the initial position.

[0078] Specifically, the information processing method further includes:

[0079] b1: determining an initial proxy position of the target virtual object based on an offset of the target virtual object relative to the positive direction of the movable component.

[0080] b2: Determine an initial proxy orientation of the target virtual object based on an offset of the target virtual object relative to a center position of the movable component.

[0081] In an embodiment of the present application, after determining that the target virtual object is riding on the movable component, it is necessary to determine the default positive direction and center position of the movable component, and then determine the initial proxy position of the target virtual object based on the offset of the target virtual object relative to the positive direction of the movable component; determine the initial proxy orientation of the target virtual object based on the offset of the target virtual object relative to the center position of the movable component.

[0082] The initial proxy position and the initial proxy orientation are both the position and orientation of the target virtual object relative to the movable component, and may not be consistent with the orientation and position of the target virtual object in the world coordinate system.

[0083] Furthermore, after receiving a second interaction instruction for the target virtual object, it is necessary to determine the target agent position and target agent orientation of the target virtual object relative to the movable component after movement based on the current initial agent position and initial agent orientation of the target virtual object relative to the movable component, combined with the moving direction and moving direction corresponding to the second interaction instruction.

[0084] Specifically, the step of “responding to a second interaction instruction for the target virtual object, determining a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction” includes:

[0085] c1: determining a candidate agent position and a candidate agent orientation after the target virtual object moves based on the second interaction instruction and the initial agent position and the initial agent orientation of the target virtual object.

[0086] c2: if the candidate proxy position is stored in the mobile scene position file, determine the candidate proxy position and the candidate proxy orientation as the target proxy position and the target proxy orientation of the target virtual object relative to the movable component.

[0087] In an embodiment of the present application, after determining that the target virtual object is riding on the movable component, after receiving the second interaction instruction for the target virtual object, first, according to the moving direction and moving speed of the second interaction instruction, combined with the initial agent position and initial agent orientation of the target virtual object, determine the candidate agent position and candidate agent orientation after the target virtual object moves on the movable component according to the second interaction instruction, and then determine whether the candidate agent position and candidate agent orientation are stored in the mobile scene position file. If it is determined that the candidate agent position and candidate agent orientation are both stored in the mobile scene position file, determine that the target virtual object can reach the candidate agent position and candidate agent orientation on the movable component.

[0088] Further, the candidate proxy position and candidate proxy orientation are determined as the target proxy position and target proxy orientation to which the target virtual object can move on the movable component, and then the position and orientation of the target virtual object on the movable component are updated to the target proxy position and target proxy orientation.

[0089] In another possible implementation, if it is determined that the candidate agent position and the candidate agent orientation are not stored in the moving scene position file, it is determined that the moving position target virtual object controlled by the current second interaction instruction cannot be reached.

[0090] Specifically, after the step of “determining the candidate agent position and candidate agent orientation after the target virtual object moves”, the information processing method further includes:

[0091] d1: If the candidate proxy position is not stored in the mobile scene position file, determine that the candidate mobile position of the target virtual object is an unreachable position, and display mobile prompt information.

[0092] In an embodiment of the present application, if the candidate agent position is not stored in the mobile scene file, the position corresponding to the second interaction instruction issued by the player is determined to be an unreachable position on the movable component, and the target virtual object cannot be moved. At this time, movement prompt information can be displayed to prompt the player that the target virtual object cannot currently be controlled to move.

[0093] Exemplarily, the moving prompt information may be a text message, in which a prompt “the current location cannot be reached” is displayed.

[0094] In an optional implementation, for the movable component, the movable component can also be moved in the game scene, so the moving position of the movable component in the game scene also needs to be determined.

[0095] S103, determining the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates.

[0096] In the embodiment of the present application, the position and orientation of the movable component after the movable component moves can be driven by skeletal animation or other logical data, thereby determining the position and orientation of the movable component after the movable component moves.

[0097] The position of the movable component and the orientation of the movable component after the movable component moves are the position and orientation in the world coordinate system.

[0098] Furthermore, after determining the position and orientation of the movable component after the movable component moves, it is necessary to update the position and orientation of the target virtual object riding on the movable component and located on the movable component. Since the position of the target virtual object in the world coordinate system is displayed in the graphical user interface, it is necessary to determine the target position and target orientation of the target virtual object in the world coordinate system based on the position and orientation of the movable component in the world coordinate system and the target agent position and target agent orientation of the target virtual object relative to the movable component.

[0099] S104, based on the target proxy position and the target proxy orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, determine the target position and the target orientation of the target virtual object after moving in the world coordinates, so as to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

[0100] In an optional implementation, the target position of the target virtual object after moving in the world coordinates is determined by the following steps:

[0101] e1: Determine a target rotation angle of the movable component in the world coordinate system based on the orientation of the movable component.

[0102] e2: Rotate the target proxy position according to the target rotation angle to obtain a rotated proxy position.

[0103] e3: Add the rotating proxy position and the moving component position to obtain the target position.

[0104] In an embodiment of the present application, for a movable component, it may not move in the game scene but rotate a certain angle, or it may rotate a certain angle while moving in the game scene. Then, relative to the world coordinate system, all target virtual objects located on the movable component are also rotated a certain angle. Therefore, when determining the position of the target virtual object in the world coordinate system, it is necessary to first rotate it a certain angle according to the component orientation of the movable component and then calculate the position.

[0105] Specifically, the target rotation angle is determined according to the orientation of the movable component in the world coordinate system after the movable component moves. After the target proxy position of the target virtual object is rotated by the target rotation angle and made consistent with the movable component in the world coordinate system, the rotated proxy position is obtained. The rotated proxy position is added to the position of the movable component when the movable component moves in the world coordinate system to determine the target position of the target virtual object in the world coordinate system.

[0106] In another possible implementation, the target orientation of the target virtual object after it moves in the world coordinates is determined by the following steps:

[0107] f1: After rotating the target proxy orientation according to the target rotation angle, the target orientation is obtained.

[0108] In an embodiment of the present application, when calculating the target orientation of the target virtual object in the world coordinate system, it is also necessary to rotate the target proxy orientation of the target virtual object by the target rotation angle, and then make it consistent with the movable component in the world coordinate system to obtain the target orientation of the target virtual object in the world coordinate system.

[0109] For example, see Figure 2 , Figure 2 A schematic diagram of the position of the target virtual object in the world coordinate system provided in the embodiment of the present application, such as Figure 2 As shown in , taking the movable component as a virtual ship as an example, relative to the origin of the world coordinate system, the position of the mobile component of the virtual ship is BoatBonePos(xb,yb,zb); the direction of the mobile component of the virtual ship is BoatBoneDir(xbd,ybd,zbd); the target proxy position after the target virtual object moves is PlayerMoveablePos(xm,ym,zm); the target proxy direction after the target virtual object moves is PlayerMoveableDir(xmd,ymd,zmd); after the virtual ship rotates, the target rotation angle of the virtual ship is calculated based on the Z-axis direction WorldZDir(0,0,1) and the X-axis direction WorldXDir(1,0,0) in the world coordinate system.

[0110] Based on this, the target position of the target virtual object in the world coordinate system can be calculated by the following formula:

[0111] PlayerPosWorld=BoatBonePos+rotate(PlayerMoveablePos,angle(WorldZDir,BoatBoneDir));

[0112] Among them, PlayerPosWorld is the target position of the target virtual object in the world coordinate system; BoatBonePos is the mobile component position of the virtual ship; PlayerMoveablePos is the target proxy position after the target virtual object moves; WorldZDir is the coordinate position in the Z-axis direction in the world coordinate system; BoatBoneDir is the direction of the mobile component of the virtual ship; angle(WorldZDir, BoatBoneDir) is the target rotation angle of the virtual ship in the world coordinate system.

[0113] The target orientation of the target virtual object in the world coordinate system can be calculated by the following formula:

[0114] PlayerDirWorld=roate(PlayerMoveableDir,angle(WorldZDir,BoatBoneDir));

[0115] Among them, PlayerDirWorld is the target orientation of the target virtual object in the world coordinate system; PlayerMoveableDir is the target proxy orientation after the target virtual object moves; WorldZDir is the coordinate position in the Z-axis direction in the world coordinate system; BoatBoneDir is the orientation of the mobile component of the virtual ship; angle(WorldZDir, BoatBoneDir) is the target rotation angle of the virtual ship in the world coordinate system.

[0116] In another possible implementation, if the target virtual object is not riding on the movable component or getting off the movable component, it is necessary to release the binding between the target virtual object and the movable component, and control only the target virtual object itself and / or the movable component itself to move separately in the game scene. At this time, the moving position of the target virtual object in the game scene can be determined according to the reachable positions in the static scene position file of each static scene component that has been roughly determined in advance.

[0117] Specifically, the information processing method further includes:

[0118] g1: In response to a third interaction instruction triggered by the target virtual object and the movable component, the target virtual object and the movable component are untied, and the target virtual object and the movable component are controlled to move independently and automatically in the game scene.

[0119] g2: During the process of the target virtual object moving independently and automatically, respond to a fourth interaction instruction directed to the target virtual object to determine the expected moving position and expected moving direction of the target virtual object in the game scene.

[0120] g3: Based on the expected moving position and the expected moving direction, update the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction, so as to simulate the movement of the target virtual object in the game scene in response to the fourth interaction instruction.

[0121] In a possible implementation, similarly, a component riding control may be set in a graphical user interface, and after determining that the target virtual object is riding the movable component, a trigger operation of the component riding control by the player is received again, and it is determined that a third interaction instruction between the target virtual object and the movable component is triggered, and the target virtual object moves down from the movable component, and the binding between the target virtual object and the movable component is released; or a specific trigger gesture may be set, and if it is detected that the player makes a specific trigger gesture, it is determined that the third interaction instruction between the target virtual object and the movable component is triggered.

[0122] In another optional embodiment, the method for determining the coincidence of the coordinate position of the target virtual object and the coordinate position of the movable component may be to obtain the position coordinates of the target virtual object in the game scene and the position coordinates of the movable component in the game scene in real time, and determine whether the current position of the target virtual object coincides with the position of the movable component and whether the current position of the target virtual object is located at the position of the movable component based on the position coordinates of the target virtual object in the game scene and the position coordinates of the movable component; if the current position of the target virtual object does not coincide with the position of the movable component and the current position of the target virtual object is not located at the position of the movable component, determine that the target virtual object moves down from the movable component.

[0123] In one possible implementation, after the player issues the fourth interaction instruction, it is necessary to parse the moving direction and speed based on the fourth interaction instruction, and then determine the position that the player expects the target virtual object to reach when issuing the fourth interaction instruction. When controlling the target virtual object to move toward the desired position, it is necessary to determine whether the current desired position is a reachable position.

[0124] Specifically, the step of “updating the position of the target virtual object in the world coordinates after the target virtual object moves based on the fourth interaction instruction based on the expected moving position and the expected moving direction” includes:

[0125] h1: If the expected moving position is located in the static scene position file, based on the expected moving position and the expected moving direction, update the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction.

[0126] In an embodiment of the present application, after determining that the target virtual object is not riding on a movable component, after receiving the fourth interaction instruction for the target virtual object, first, based on the moving direction and moving speed of the fourth interaction instruction, combined with the current position and orientation of the target virtual object, determine the expected moving position and the expected moving orientation after the target virtual object moves in the game scene according to the fourth interaction instruction, and then determine whether the expected moving position and the expected moving orientation are stored in the static scene position file. If the expected moving position and the expected moving orientation are stored in the static scene position file, determine whether the target virtual object can reach the expected moving position and the expected moving orientation in the game scene that are stored in the static scene position file.

[0127] Furthermore, whether the expected moving position and the expected moving direction are stored in the static scene position file is determined as the target position and target direction to which the target virtual object can move in the game scene, and then the position and direction of the target virtual object in the game scene are updated to the target proxy position and target proxy direction.

[0128] In another possible implementation, similarly, if the expected moving position and the expected moving direction are not stored in the static scene position file, the position corresponding to the fourth interaction instruction issued by the player is determined to be an unreachable position in the game scene, and the target virtual object cannot be moved. At this time, movement prompt information can be displayed to prompt the player that the target virtual object cannot currently be controlled to move.

[0129] Exemplarily, the moving prompt information may be a text message, in which a prompt “the current location cannot be reached” is displayed.

[0130] Furthermore, after calculating and updating the position of the target virtual object, it is necessary to control the target virtual object to move to the corresponding position.

[0131] Specifically, after the step of “updating the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement”, the information processing method further includes:

[0132] i1: An animation showing the target virtual object moving to the target position, adjusting to the target orientation, and riding on the movable component to move together in the game scene.

[0133] In an embodiment of the present application, after calculating and updating the position of the target virtual object, the target virtual object is controlled to move to the target position in the game scene, and the orientation of the target virtual object is adjusted to the target orientation.

[0134] Furthermore, since the target virtual object is bound to the movable component, an animation of the target virtual object riding on the movable component and moving together in the game scene can be displayed in the graphical user interface at the same time.

[0135] Exemplarily, the target virtual object boards a virtual ship, and when the target virtual object and the virtual ship move together in the game scene, the target virtual object also moves relative to the virtual ship. When the animation is displayed, the virtual ship carrying the target virtual object can be shown moving forward in the game scene (virtual river), and at the same time, the target virtual object moves from the bow to the stern of the virtual ship.

[0136] The information processing method in the game provided by the embodiment of the present application responds to a first interaction instruction triggered by a target virtual object and a movable component, binds the target virtual object and the movable component, and controls the target virtual object and the movable component to move automatically as a whole in the game scene; in the process of the target virtual object and the movable component moving automatically as a whole, responds to a second interaction instruction for the target virtual object, determines the target agent position and target agent orientation of the target virtual object relative to the movable component after the target virtual object moves based on the second interaction instruction; determines the mobile component position and mobile component orientation of the movable component after the movable component moves in the world coordinates; determines the target position and target orientation of the target virtual object after the target virtual object moves in the world coordinates based on the target agent position and target agent orientation of the target virtual object, and the mobile component position and mobile component orientation of the movable component, so as to update the position of the target virtual object and the movable component after the overall automatic movement in the world coordinates. In this way, when the target virtual object is bound to the movable component and moves automatically together in the game scene, the target proxy position and target proxy orientation of the target virtual object relative to the movable component are calculated based on the use of the navigation grid data. At the same time, the target position and target orientation of the target virtual object in the world coordinate system are directly calculated according to the mobile component position and mobile component orientation of the movable component in the world coordinate system. This can reduce the amount of calculation for updating the position of the target virtual object, improve the calculation efficiency of the position of the virtual object, reduce the data processing amount of the hardware device (terminal device and / or server), and reduce the performance overhead of the hardware device (terminal device and / or server).

[0137] Based on the same inventive concept, the embodiments of the present application also provide an information processing device in the game corresponding to the information processing method in the game. 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 above-mentioned game in the 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.

[0138] See also Figure 3 , Figure 4 , Figure 3 This is one of the structural schematic diagrams of an information processing device in a game provided by an embodiment of the present application. Figure 4 This is a second structural diagram of an information processing device in a game provided by an embodiment of the present application. Figure 3 As shown in , the information processing device 300 includes:

[0139] An object binding module 310 is used to bind the target virtual object to the movable component in response to a first interaction instruction triggered by the target virtual object and the movable component, and control the target virtual object and the movable component to automatically move as a whole in the game scene;

[0140] an agent position determination module 320, configured to respond to a second interaction instruction directed to the target virtual object during the process of the target virtual object and the movable component being automatically moved as a whole, and determine a target agent position and a target agent orientation of the target virtual object relative to the movable component based on the second interaction instruction;

[0141] The component position determination module 330 is used to determine the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates;

[0142] The target position determination module 340 is used to determine the target position and target orientation of the target virtual object after it moves in the world coordinates based on the target proxy position and the target proxy orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, so as to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

[0143] In an optional embodiment, if Figure 4 As shown, the information processing device 300 further includes a file determination module 350, and the file determination module 350 is used to:

[0144] For each stationary scene component set in the game scene, determine a stationary scene position file that the target virtual object can reach; the stationary scene position file includes map grid data of multiple stationary scene components that the target virtual object can reach;

[0145] For each movable component set in the game scene, a mobile scene position file that the target virtual object can reach on the movable component is determined; the mobile scene position file includes map grid data on multiple movable components that the target virtual object can reach.

[0146] In an optional embodiment, if Figure 4 As shown, the information processing device 300 further includes an initial position determination module 360, and the initial position determination module 360 ​​is used to:

[0147] Determining an initial proxy position of the target virtual object based on an offset of the target virtual object relative to a positive direction of the movable component;

[0148] An initial proxy orientation of the target virtual object is determined based on an offset of the target virtual object relative to a center position of the movable component.

[0149] In an optional implementation, when the proxy position determination module 320 is used to respond to a second interaction instruction for the target virtual object and determine a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction, the proxy position determination module 320 is used to:

[0150] Determine, based on the second interaction instruction and in combination with the initial agent position and the initial agent orientation of the target virtual object, a candidate agent position and a candidate agent orientation after the target virtual object moves;

[0151] If the candidate proxy position is stored in the mobile scene position file, the candidate proxy position and the candidate proxy orientation are determined as the target proxy position and the target proxy orientation of the target virtual object relative to the movable component.

[0152] In an optional implementation, the target position determination module 340 is used to determine the target position of the target virtual object after it moves in the world coordinates by the following steps:

[0153] Determining a target rotation angle of the movable component in the world coordinate system based on the orientation of the movable component;

[0154] After rotating the target proxy position according to the target rotation angle, a rotated proxy position is obtained;

[0155] The rotating proxy position and the moving component position are added to obtain the target position.

[0156] In an optional implementation, the target position determination module 340 is used to determine the target orientation of the target virtual object after it moves in the world coordinates by the following steps:

[0157] The target orientation is obtained by rotating the target proxy orientation according to the target rotation angle.

[0158] In an optional implementation, the proxy location determination module 320 is further configured to:

[0159] If the candidate proxy position is not stored in the mobile scene position file, the candidate mobile position of the target virtual object is determined to be an unreachable position, and mobile prompt information is displayed.

[0160] In an optional embodiment, if Figure 4 As shown, the information processing device includes an expected position determination module 370, and the expected position determination module 370 is used to:

[0161] In response to a third interaction instruction triggered by the target virtual object and the movable component, the target virtual object and the movable component are untied, and the target virtual object and the movable component are respectively controlled to move independently and automatically in the game scene;

[0162] In the process of the target virtual object moving independently and automatically, responding to a fourth interaction instruction for the target virtual object, determining an expected moving position and an expected moving direction of the target virtual object in the game scene;

[0163] Based on the expected moving position and the expected moving direction, the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction is updated to simulate the target virtual object moving in the game scene in response to the fourth interaction instruction.

[0164] In an optional implementation, when the expected position determination module 370 is used to update the position of the target virtual object in the world coordinates after the target virtual object moves based on the fourth interaction instruction based on the expected movement position and the expected movement direction, the expected position determination module 370 is used to:

[0165] If the expected moving position is located in the static scene position file, based on the expected moving position and the expected moving direction, the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction is updated.

[0166] In an optional embodiment, if Figure 4 As shown, the information processing device includes a mobile display module 380, and the mobile display module 380 is used to:

[0167] An animation showing the target virtual object moving to the target position, adjusting to the target orientation, and riding on the movable component to move together in the game scene.

[0168] The information processing device in the game provided by the embodiment of the present application responds to a first interaction instruction triggered by a target virtual object and a movable component, binds the target virtual object and the movable component, and controls the target virtual object and the movable component to move automatically as a whole in the game scene; during the process of the target virtual object and the movable component moving automatically as a whole, responds to a second interaction instruction for the target virtual object, determines the target agent position and target agent orientation of the target virtual object relative to the movable component after the target virtual object moves based on the second interaction instruction; determines the mobile component position and mobile component orientation of the movable component after the movable component moves in the world coordinates; determines the target position and target orientation of the target virtual object after the target virtual object moves in the world coordinates based on the target agent position and target agent orientation of the target virtual object, and the mobile component position and mobile component orientation of the movable component, so as to update the position of the target virtual object and the movable component after the overall automatic movement in the world coordinates. In this way, when the target virtual object is bound to the movable component and moves automatically together in the game scene, the target proxy position and target proxy orientation of the target virtual object relative to the movable component are calculated based on the use of the navigation grid data. At the same time, the target position and target orientation of the target virtual object in the world coordinate system are directly calculated according to the mobile component position and mobile component orientation of the movable component in the world coordinate system. This can reduce the amount of calculation for updating the position of the target virtual object, improve the calculation efficiency of the position of the virtual object, reduce the data processing amount of the hardware device (terminal device and / or server), and reduce the performance overhead of the hardware device (terminal device and / or server).

[0169] See also Figure 5 , Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 5 As shown in , the electronic device 500 includes a processor 510 , a memory 520 and a bus 530 .

[0170] The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 is running, the processor 510 communicates with the memory 520 via the bus 530, so that the processor 510 executes the following instructions when running:

[0171] In response to a first interaction instruction triggered by the target virtual object and the movable component, the target virtual object is bound to the movable component, and the target virtual object and the movable component are controlled to automatically move as a whole in the game scene;

[0172] In the process of the target virtual object and the movable component being automatically moved as a whole, responding to a second interaction instruction for the target virtual object, determining a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction;

[0173] Determine the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates;

[0174] Based on the target agent position and the target agent orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, the target position and the target orientation of the target virtual object after moving in the world coordinates are determined to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

[0175] In a possible implementation manner, the instructions executed by the processor 510 further include:

[0176] For each stationary scene component set in the game scene, determine a stationary scene position file that the target virtual object can reach; the stationary scene position file includes map grid data of multiple stationary scene components that the target virtual object can reach;

[0177] For each movable component set in the game scene, a mobile scene position file that the target virtual object can reach on the movable component is determined; the mobile scene position file includes map grid data on multiple movable components that the target virtual object can reach.

[0178] In a possible implementation manner, the instructions executed by the processor 510 further include:

[0179] Determining an initial proxy position of the target virtual object based on an offset of the target virtual object relative to a positive direction of the movable component;

[0180] An initial proxy orientation of the target virtual object is determined based on an offset of the target virtual object relative to a center position of the movable component.

[0181] In a possible implementation, in the instructions executed by the processor 510, responding to a second interaction instruction for the target virtual object, and determining a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction, includes:

[0182] Determine, based on the second interaction instruction and in combination with the initial agent position and the initial agent orientation of the target virtual object, a candidate agent position and a candidate agent orientation after the target virtual object moves;

[0183] If the candidate proxy position is stored in the mobile scene position file, the candidate proxy position and the candidate proxy orientation are determined as the target proxy position and the target proxy orientation of the target virtual object relative to the movable component.

[0184] In a possible implementation manner, in the instructions executed by the processor 510, the target position of the target virtual object after moving in the world coordinates is determined by the following steps:

[0185] Determining a target rotation angle of the movable component in the world coordinate system based on the orientation of the movable component;

[0186] After rotating the target proxy position according to the target rotation angle, a rotated proxy position is obtained;

[0187] The rotating proxy position and the moving component position are added to obtain the target position.

[0188] In a possible implementation manner, in the instructions executed by the processor 510, the target orientation of the target virtual object after it moves in the world coordinates is determined by the following steps:

[0189] The target orientation is obtained by rotating the target proxy orientation according to the target rotation angle.

[0190] In a possible implementation manner, the instructions executed by the processor 510 further include:

[0191] If the candidate proxy position is not stored in the mobile scene position file, the candidate mobile position of the target virtual object is determined to be an unreachable position, and mobile prompt information is displayed.

[0192] In a possible implementation manner, the instructions executed by the processor 510 further include:

[0193] In response to a third interaction instruction triggered by the target virtual object and the movable component, the target virtual object and the movable component are untied, and the target virtual object and the movable component are respectively controlled to move independently and automatically in the game scene;

[0194] In the process of the target virtual object moving independently and automatically, responding to a fourth interaction instruction for the target virtual object, determining an expected moving position and an expected moving direction of the target virtual object in the game scene;

[0195] Based on the expected moving position and the expected moving direction, the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction is updated to simulate the target virtual object moving in the game scene in response to the fourth interaction instruction.

[0196] In a possible implementation manner, in the instructions executed by the processor 510, updating the position of the target virtual object in the world coordinate after moving based on the fourth interaction instruction based on the expected moving position and the expected moving direction includes:

[0197] If the expected moving position is located in the static scene position file, based on the expected moving position and the expected moving direction, the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction is updated.

[0198] In a possible implementation manner, the instructions executed by the processor 510 further include:

[0199] An animation showing the target virtual object moving to the target position, adjusting to the target orientation, and riding on the movable component to move together in the game scene.

[0200] By the above method, when the target virtual object is bound to the movable component and moves automatically together in the game scene, the target proxy position and target proxy orientation of the target virtual object relative to the movable component are calculated based on the use of the pathfinding grid data, and at the same time, the target position and target orientation of the target virtual object in the world coordinate system are directly calculated according to the mobile component position and mobile component orientation of the movable component in the world coordinate system, which can reduce the amount of calculation for updating the position of the target virtual object, improve the calculation efficiency of the position of the virtual object, reduce the data processing amount of the hardware device (terminal device and / or server), and reduce the performance overhead of the hardware device (terminal device and / or server); at the same time, when pre-storing the position file, it is necessary to store the positions that can be reached in each stationary scene component set in the game scene and the positions that can be reached in each movable component set in the game scene in different position files, so that different position files can be called respectively when the target virtual object moves in different situations, thereby accurately controlling the position update of the target virtual object.

[0201] The present application also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:

[0202] In response to a first interaction instruction triggered by the target virtual object and the movable component, the target virtual object is bound to the movable component, and the target virtual object and the movable component are controlled to automatically move as a whole in the game scene;

[0203] In the process of the target virtual object and the movable component being automatically moved as a whole, responding to a second interaction instruction for the target virtual object, determining a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction;

[0204] Determine the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates;

[0205] Based on the target agent position and the target agent orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, the target position and the target orientation of the target virtual object after moving in the world coordinates are determined to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

[0206] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0207] For each stationary scene component set in the game scene, determine a stationary scene position file that the target virtual object can reach; the stationary scene position file includes map grid data of multiple stationary scene components that the target virtual object can reach;

[0208] For each movable component set in the game scene, a mobile scene position file that the target virtual object can reach on the movable component is determined; the mobile scene position file includes map grid data on multiple movable components that the target virtual object can reach.

[0209] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0210] Determining an initial proxy position of the target virtual object based on an offset of the target virtual object relative to a positive direction of the movable component;

[0211] An initial proxy orientation of the target virtual object is determined based on an offset of the target virtual object relative to a center position of the movable component.

[0212] In a possible implementation, in the instructions executed by the computer-readable storage medium, the step of responding to a second interaction instruction for the target virtual object and determining a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction includes:

[0213] Determine, based on the second interaction instruction and in combination with the initial agent position and the initial agent orientation of the target virtual object, a candidate agent position and a candidate agent orientation after the target virtual object moves;

[0214] If the candidate proxy position is stored in the mobile scene position file, the candidate proxy position and the candidate proxy orientation are determined as the target proxy position and the target proxy orientation of the target virtual object relative to the movable component.

[0215] In a possible implementation manner, in the instructions executed by the computer-readable storage medium, the target position of the target virtual object after moving in the world coordinates is determined by the following steps:

[0216] Determining a target rotation angle of the movable component in the world coordinate system based on the orientation of the movable component;

[0217] After rotating the target proxy position according to the target rotation angle, a rotated proxy position is obtained;

[0218] The rotating proxy position and the moving component position are added to obtain the target position.

[0219] In a possible implementation manner, in the instructions executed by the computer-readable storage medium, the target orientation of the target virtual object after it moves in the world coordinates is determined by the following steps:

[0220] The target orientation is obtained by rotating the target proxy orientation according to the target rotation angle.

[0221] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0222] If the candidate proxy position is not stored in the mobile scene position file, the candidate mobile position of the target virtual object is determined to be an unreachable position, and mobile prompt information is displayed.

[0223] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0224] In response to a third interaction instruction triggered by the target virtual object and the movable component, the target virtual object and the movable component are untied, and the target virtual object and the movable component are respectively controlled to move independently and automatically in the game scene;

[0225] In the process of the target virtual object moving independently and automatically, responding to a fourth interaction instruction for the target virtual object, determining an expected moving position and an expected moving direction of the target virtual object in the game scene;

[0226] Based on the expected moving position and the expected moving direction, the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction is updated to simulate the target virtual object moving in the game scene in response to the fourth interaction instruction.

[0227] In a possible implementation manner, in the instructions executed by the computer-readable storage medium, updating the position of the target virtual object in the world coordinates after the target virtual object moves based on the fourth interaction instruction based on the expected movement position and the expected movement direction includes:

[0228] If the expected moving position is located in the static scene position file, based on the expected moving position and the expected moving direction, the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction is updated.

[0229] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0230] An animation showing the target virtual object moving to the target position, adjusting to the target orientation, and riding on the movable component to move together in the game scene.

[0231] By the above method, when the target virtual object is bound to the movable component and moves automatically together in the game scene, the target proxy position and target proxy orientation of the target virtual object relative to the movable component are calculated based on the use of the pathfinding grid data, and at the same time, the target position and target orientation of the target virtual object in the world coordinate system are directly calculated according to the mobile component position and mobile component orientation of the movable component in the world coordinate system, which can reduce the amount of calculation for updating the position of the target virtual object, improve the calculation efficiency of the position of the virtual object, reduce the data processing amount of the hardware device (terminal device and / or server), and reduce the performance overhead of the hardware device (terminal device and / or server); at the same time, when pre-storing the position file, it is necessary to store the positions that can be reached in each stationary scene component set in the game scene and the positions that can be reached in each movable component set in the game scene in different position files, so that different position files can be called respectively when the target virtual object moves in different situations, thereby accurately controlling the position update of the target virtual object.

[0232] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0233] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods 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, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0234] 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.

[0235] 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.

[0236] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially or in other words, the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0237] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: Providing a graphical user interface through a terminal device, and displaying at least a portion of the game scene on the graphical user interface; The game scene includes a target virtual object and a movable component; The information processing method comprises: In response to a first interaction instruction triggered by the target virtual object and the movable component, the target virtual object is bound to the movable component, and the target virtual object and the movable component are controlled to automatically move as a whole in the game scene; In the process of the target virtual object and the movable component being automatically moved as a whole, responding to a second interaction instruction for the target virtual object, determining a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction; Determine the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates; Based on the target agent position and the target agent orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, the target position and the target orientation of the target virtual object after moving in the world coordinates are determined to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

2. The information processing method according to claim 1, characterized in that: The information processing method further includes: For each stationary scene component set in the game scene, determine a stationary scene position file that the target virtual object can reach; the stationary scene position file includes map grid data of multiple stationary scene components that the target virtual object can reach; For each movable component set in the game scene, a mobile scene position file that the target virtual object can reach on the movable component is determined; the mobile scene position file includes map grid data on multiple movable components that the target virtual object can reach.

3. The information processing method according to claim 2, characterized in that: The information processing method further includes: Determining an initial proxy position of the target virtual object based on an offset of the target virtual object relative to a positive direction of the movable component; An initial proxy orientation of the target virtual object is determined based on an offset of the target virtual object relative to a center position of the movable component.

4. The information processing method according to claim 3, characterized in that: The step of responding to a second interaction instruction for the target virtual object and determining a target proxy position and a target proxy orientation of the target virtual object relative to the movable component based on the second interaction instruction includes: Determine, based on the second interaction instruction and in combination with the initial agent position and the initial agent orientation of the target virtual object, a candidate agent position and a candidate agent orientation after the target virtual object moves; If the candidate proxy position is stored in the mobile scene position file, the candidate proxy position and the candidate proxy orientation are determined as the target proxy position and the target proxy orientation of the target virtual object relative to the movable component.

5. The information processing method according to claim 1, characterized in that: The target position of the target virtual object after moving in the world coordinates is determined by the following steps: Determining a target rotation angle of the movable component in the world coordinate system based on the orientation of the movable component; After rotating the target proxy position according to the target rotation angle, a rotated proxy position is obtained; The rotating proxy position and the moving component position are added to obtain the target position.

6. The information processing method according to claim 5, characterized in that: The target orientation of the target virtual object after it moves in the world coordinates is determined by the following steps: The target orientation is obtained by rotating the target proxy orientation according to the target rotation angle.

7. The information processing method according to claim 4, characterized in that: After determining the candidate agent position and the candidate agent orientation after the target virtual object moves, the information processing method further includes: If the candidate proxy position is not stored in the mobile scene position file, the candidate mobile position of the target virtual object is determined to be an unreachable position, and mobile prompt information is displayed.

8. The information processing method according to claim 2, characterized in that: The information processing method further includes: In response to a third interaction instruction triggered by the target virtual object and the movable component, the target virtual object and the movable component are untied, and the target virtual object and the movable component are respectively controlled to move independently and automatically in the game scene; In the process of the target virtual object moving independently and automatically, responding to a fourth interaction instruction for the target virtual object, determining an expected moving position and an expected moving direction of the target virtual object in the game scene; Based on the expected moving position and the expected moving direction, the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction is updated to simulate the target virtual object moving in the game scene in response to the fourth interaction instruction.

9. The information processing method according to claim 8, characterized in that: The updating, based on the expected moving position and the expected moving direction, of the position of the target virtual object in the world coordinate after the target virtual object moves based on the fourth interaction instruction includes: If the expected moving position is located in the static scene position file, based on the expected moving position and the expected moving direction, the position of the target virtual object in the world coordinates after moving based on the fourth interaction instruction is updated.

10. The information processing method according to claim 1, characterized in that: After updating the position of the target virtual object and the movable component in the world coordinate after the overall automatic movement, the information processing method further includes: An animation showing the target virtual object moving to the target position, adjusting to the target orientation, and riding on the movable component to move together in the game scene.

11. An information processing device in a game, characterized in that: Providing a graphical user interface through a terminal device, and displaying at least a portion of the game scene on the graphical user interface; The game scene includes a target virtual object and a movable component; The information processing device comprises: An object binding module, configured to bind the target virtual object to the movable component in response to a first interaction instruction triggered by the target virtual object and the movable component, and control the target virtual object and the movable component to automatically move as a whole in the game scene; an agent position determination module, configured to respond to a second interaction instruction for the target virtual object during the process of the target virtual object and the movable component being automatically moved as a whole, and determine a target agent position and a target agent orientation of the target virtual object relative to the movable component based on the second interaction instruction; A component position determination module, used to determine the position of the movable component and the orientation of the movable component after the movable component moves in the world coordinates; A target position determination module is used to determine the target position and target orientation of the target virtual object after it moves in the world coordinates based on the target proxy position and the target proxy orientation of the target virtual object, the mobile component position and the mobile component orientation of the movable component, so as to update the position of the target virtual object and the movable component in the world coordinates after the overall automatic movement, and simulate the movement of the target virtual object on the movable component in response to the second interaction instruction.

12. 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 the information processing method in the game as described in any one of claims 1 to 10.

13. 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 information processing method in the game as described in any one of claims 1 to 10 are executed.

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