Information processing method and device in game, electronic equipment and storage medium
By adding logo icons and line-type logos to the game graphical user interface, the problem of difficult to distinguish link relationships in the game is solved, and the amount of information and user experience is improved.
Patent Information
- Application Number
- CN202311092480.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-28
- Publication Date
- 2025-02-28
AI Technical Summary
In the game, when the link relationship between two virtual objects is expressed through model connection special effects, it is easy to be difficult to clearly distinguish due to the many scene special effects, and when the linked object is not within the field of view of the player's virtual object, the amount of information prompted is small.
By adding an identification icon for referring to the second virtual object in the graphical user interface, and adding a line type identifier for indicating the link status between the identification icon and the first virtual object, the expression of the line type identifier is updated in response to the link status change.
The discernment and information of the link relationship between the two virtual objects is improved, allowing players to clearly understand the current link status. Regardless of whether the second virtual object is in the field of view, the linear identification and scene special effects are significantly different, making it easier to distinguish.
Smart Images

Figure CN119524393A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to an information processing method, device, electronic device and storage medium in a game. Background Art
[0002] In common games, some skills are used to establish a link relationship between two virtual objects. The link relationship is usually expressed in the form of a model connection effect. The two ends of the model connection effect are connected to the two virtual objects with a link relationship. A beam of a specific color (such as green) is used as a special effect between the two ends of the model connection effect. The two linked virtual objects can be teammates or enemies. Linking skills include: healing skills (such as healing chain skills), damage sharing skills (such as life link skills), gain skills or damage addition skills, etc.
[0003] The above method of expressing the link relationship between two objects through model connection effects may make it difficult to clearly distinguish which one is the link relationship effect due to the large number of special effects in the current scene. In addition, when the link object is not within the field of view of the player's virtual object, the model connection effect can only prompt the player that the virtual object is currently linked to another object, and the amount of information prompted is relatively small. Summary of the invention
[0004] The purpose of the present disclosure is to provide an information processing method, device, electronic device and storage medium in a game to enhance the recognition and information volume of the link relationship between two virtual objects.
[0005] An embodiment of the present disclosure provides an information processing method in a game, which provides a graphical user interface of the game through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the method includes: in response to a link trigger event between the first virtual object and the second virtual object, controlling the first virtual object and the second virtual object to enter a link state, and adding an identification icon for referring to the second virtual object and a line identification for indicating the link state between the identification icon and the first virtual object in the graphical user interface; in response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line identification; wherein the updated expression form of the line identification matches the link state.
[0006] In a second aspect, an embodiment of the present disclosure further provides an information processing device in a game, which provides a graphical user interface of the game through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the device includes: a link module, which is used to control the first virtual object and the second virtual object to enter a link state in response to a link trigger event between the first virtual object and the second virtual object, and add an identification icon for referring to the second virtual object in the graphical user interface and a line identification for indicating the link state between the identification icon and the first virtual object; an update module, which is used to update the expression form of the line identification in response to a change in the link state between the first virtual object and the second virtual object; wherein the expression form of the updated line identification matches the link state.
[0007] In a third aspect, an embodiment of the present disclosure further provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information processing method in the above-mentioned game.
[0008] In a fourth aspect, the embodiments of the present disclosure further provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing method in the above-mentioned game.
[0009] The disclosed embodiment provides an information processing method, device, electronic device and storage medium in a game, which controls the first virtual object and the second virtual object to enter a link state in response to a link trigger event between a first virtual object and a second virtual object, and adds an identification icon for referring to the second virtual object in a graphical user interface and a line type identification for indicating the link state between the identification icon and the first virtual object. The link relationship between the first virtual object and the second virtual object can prompt the player through the identification icon of the second virtual object and the line type identification between the first virtual object, regardless of whether the second virtual object is displayed in the above-mentioned graphical user interface, that the second virtual object currently has a link relationship with the second virtual object. The line type identification is obviously different from the scene special effects and is easier to identify. At the same time, according to the change of the link state between the first virtual object and the second virtual object, the expression form of the line type identification is updated, so that the expression form of the updated line type identification matches the link state. The link state can be determined through the expression form of the line type identification, and the amount of information is richer, which is convenient for players to perform subsequent operations in a targeted manner according to the link state, thereby improving the user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0011] Figure 1 A schematic diagram of an implementation environment provided for an embodiment of the present disclosure;
[0012] Figure 2 A flowchart of an information processing method in a game provided by an embodiment of the present disclosure;
[0013] Figure 3 A schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0014] Figure 4 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;
[0015] Figure 5 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;
[0016] Figure 6 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;
[0017] Figure 7 A schematic diagram of a process for determining a direction mark provided by an embodiment of the present disclosure;
[0018] Figure 8 A schematic diagram of a graphical user interface change provided by an embodiment of the present disclosure;
[0019] Fig. 9 A schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure;
[0020] Fig.10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0021] The technical solution of the present disclosure will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.
[0022] First, the disclosure involves an introduction to the nouns:
[0023] (1) Virtual scene (game scene)
[0024] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual 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 virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.
[0025] (2) Game interface
[0026] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, mobile controls, function controls, etc.), indicator marks (such as direction indicator marks, role indicator marks, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene. The virtual scene of this embodiment is preferably presented from a third-person perspective or a bird's-eye view.
[0027] (3) Virtual Objects
[0028] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0029] (4) Player character (also called player virtual object)
[0030] A player character is a virtual object that can be controlled by the player and moves in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. A player character can be at least one of different forms such as a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.
[0031] The player character can configure link skills such as healing skills (such as healing chain skills), damage sharing skills (such as life link skills), gain skills or damage addition skills according to the needs. For example, if the player character is configured with a life link skill, if he releases the skill to his teammates, he can connect his life with his teammates, and the two linked parties will share the damage suffered by either party. At the same time, both parties will recover a certain amount of life per second during the link. If the link is disconnected, both parties can immediately recover a small amount of life. Alternatively, the player character is configured with a healing chain skill, which can achieve mutual healing effects through the link between virtual objects. In addition, there is a link skill. If the link skill is released to a teammate, it can increase the physical attack of the teammate by a set number of points (with a certain amount of spell bonus), or it can also increase the teammate by a certain amount of spell attack. When the link skill chain is in the enemy, it can cause a certain amount of basic damage to the enemy every once in a while to reduce the enemy's attack power.
[0032] After the above-mentioned link-type skill is released, the link relationship is expressed through the model connection special effect between the linked parties. This special effect is easily mixed with scene special effects (such as attack special effects, character action special effects, etc.). At the same time, this special effect can only prompt that there is a link relationship between the two parties, and the amount of information prompted is relatively small. Based on this, the embodiment of the present invention provides an information processing method, device, electronic device and storage medium in a game, and the technology can be applied to the game scene where the above-mentioned link-type skills are applied.
[0033] In one embodiment of the present disclosure, the information processing method in the game can be run on a terminal device or a server. The terminal device can be a local terminal device. 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.
[0034] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. 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 terminal device for information processing is a cloud game server in the cloud. 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.
[0035] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, 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.
[0036] The present disclosure provides Figure 1Schematic diagram of the implementation environment shown. The implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the game server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the information processing method in the game provided by the present disclosure, and the game server is a server end for executing the information processing method in the game provided by the present disclosure. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.
[0037] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation, the game server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal device receives the response of the game server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. In an optional implementation, the game server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal device receives the response of the game server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the player character to perform a corresponding operation in the virtual scene; for example, the player character is controlled to release a link-type skill to the second virtual object in the virtual scene, and the second virtual object can be a teammate or enemy of the player character.
[0038] The operation of the client on the second terminal device side and the interaction with the game server are similar to those of the first terminal device mentioned above, and will not be repeated here.
[0039] The game server receives game data reported by the first terminal device and the second terminal device, performs data calculation, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual objects in the graphical user interface according to the synchronization data sent by the server.
[0040] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game match. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same role attributes or different role attributes.
[0041] It should be noted that the virtual objects in the current game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the game server respectively.
[0042] In order to optimize the presentation form of information corresponding to linked skills and improve the visual effect and user experience of linked skills, the disclosed embodiment provides an information processing method in a game, which can be applied to a terminal device, which can be a device operated by a first user, and a graphical user interface of a game is provided through the terminal device, and the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device, and the first virtual object is a player character of the first user. Figure 2 , the method comprises the following steps:
[0043] Step S202, in response to a link triggering event between the first virtual object and the second virtual object, controlling the first virtual object and the second virtual object to enter a link state, adding an identification icon for referring to the second virtual object in the graphical user interface, and adding a line identification for indicating the link state between the identification icon and the first virtual object.
[0044] The above-mentioned link trigger event can be an event corresponding to a link-type skill initiated by the first virtual object, or an event corresponding to a link-type skill initiated by the second virtual object, or an event corresponding to a link-type skill initiated by other virtual objects except the first virtual object and the second virtual object, and this embodiment does not limit this.
[0045] The identification icon of the second virtual object is the identity of the second virtual object, which may be an avatar icon of the second virtual object, or an icon with a character name of the second virtual object, or the identification icon includes the avatar and the character name of the second virtual object. By adding the linear identification, it is shown that the first virtual object and the second virtual object enter a linked state.
[0046] See also Figure 3 A schematic diagram of a graphical user interface is shown, which includes a first virtual object 31 and a second virtual object 32, as well as an identification icon 33 and a linear identification 34 of the second virtual object. The identification icon 33 is represented by a hexagon. The two ends of the linear identification 34 are respectively connected to the first virtual object 31 and the identification icon 33, and the linear identification can clearly show that the first virtual object and the second virtual object are in a linked state.
[0047] Step S204, in response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line type identifier; wherein the updated expression form of the line type identifier matches the link state.
[0048] The link state between the first virtual object and the second virtual object refers to the firmness of the link between the two characters, and the link state is usually affected by the link time, the distance between the two objects or other relevant factors. In order to more intuitively reflect the change of the link state, this embodiment corresponds the link state to the expression form of the above-mentioned line type mark, and different expression forms of the line type mark represent different link states. Among them, the expression form of the line type mark can include at least one of the information such as color, line thickness, line virtuality, line length, and the identification text and / or numbers corresponding to the line.
[0049] See also Figure 4 Another graphical user interface schematic diagram shown in the above Figure 3 On the basis of, the expression form of the line type mark 34 is further set according to the current link state. In the figure, the distance between the first virtual object 31 and the second virtual object 32 is long. When the distance is longer than a certain extent, for example, greater than the set distance threshold, the line type mark 34 is updated from a solid line to a dotted line, such as Figure 4 The line mark 34 shown is a dotted line, which is used to indicate that the current link state between the first virtual object 31 and the second virtual object 32 is a long-distance link.
[0050] The information processing method in the above game controls the first virtual object and the second virtual object to enter a link state by responding to a link trigger event between the first virtual object and the second virtual object, and adds an identification icon for referring to the second virtual object in a graphical user interface and a line type identification for indicating the link state between the identification icon and the first virtual object. This link relationship between the first virtual object and the second virtual object can prompt the player through the identification icon of the second virtual object and the line type identification between the first virtual object, regardless of whether the second virtual object is displayed in the above graphical user interface, that it currently has a link relationship with the second virtual object. The line type identification is obviously different from the scene special effects and is easier to identify. At the same time, according to the change of the link state between the first virtual object and the second virtual object, the expression form of the line type identification is updated so that the updated expression form of the line type identification matches the link state. The link state can be determined through the expression form of the line type identification, and the amount of information is richer, which is convenient for players to perform subsequent operations in a targeted manner according to the link state, thereby improving the user experience.
[0051] As a possible implementation, the method further includes: in response to a link skill release operation for the first virtual object, triggering a link trigger event between the first virtual object and the second virtual object; or, in response to a link skill release event of the second virtual object, triggering a link trigger event between the first virtual object and the second virtual object. The link skill release operation may be an operation of pressing a specified key on a terminal device keyboard, and different link skills correspond to different key positions. Or for a touch terminal, the link skill release operation may also be an operation of a virtual control on a touch graphical user interface. The link skill release event of the second virtual object comes from the second terminal device of the second virtual object, and the event is generated by the user of the second terminal device operating the second terminal device to trigger the link skill release, that is, the first virtual object may be both the initiator of the link relationship and the recipient of the link relationship. Through this link triggering method, the link relationship and link status can be represented by identification icons and line type identification for both active links and passive links, which effectively expands the application scenarios.
[0052] When the above-mentioned link relationship exists between the first virtual object and the second virtual object, the graphical user interface of the second terminal device of the second virtual object, similar to the above-mentioned method, will display the second virtual object, the identification icons of the first virtual object, and the line identification between the identification icon of the first virtual object and the second virtual object on the graphical user interface of the second terminal device to indicate the above-mentioned link relationship.
[0053] In order to facilitate players to view the above-mentioned linear marker, the above-mentioned adding of the marker icon for referring to the second virtual object in the graphical user interface and adding of the linear marker for indicating the link status between the marker icon and the first virtual object include: (1) determining the second position in the graphical user interface according to the first position of the first virtual object in the graphical user interface; (2) adding the marker icon for referring to the second virtual object at the second position, and adding of the linear marker for indicating the above-mentioned link status between the marker icon and the first virtual object. The second position of the marker icon is determined by the first position of the first virtual object, so that the marker icon and the first virtual object have a certain relative position relationship, such as Figure 3 and Figure 4 The identification icon 33 is located at the right side of the first virtual object 31, which makes it easy for players to view the identification icon and the linear identification based on the relative position relationship, thereby improving the readability of the corresponding information of the identification icon and the linear identification.
[0054] The player character in the game can be in a third-person perspective or a bird's-eye view, and the position of the player character in the game scene will be different as the player character moves. Based on this, the above-mentioned determination of the second position in the graphical user interface based on the first position of the first virtual object in the graphical user interface includes: obtaining the first position of the first virtual object in the graphical user interface; determining the second position based on the first position and a preset relative position relationship; wherein the first position and the second position maintain the above-mentioned relative position relationship unchanged, and the second position changes with the change of the first position. By maintaining the relative position relationship between the second position of the identification icon and the first position of the first virtual object unchanged, even if the first position changes, the player can quickly view the identification icon and the linear identification based on the relative position relationship, thereby improving the readability of the corresponding information of the identification icon and the linear identification.
[0055] The above-mentioned relative position relationship includes relative direction information and / or relative distance information. As a possible implementation, the above-mentioned determination of the second position based on the first position and the preset relative position relationship may include: determining the second position in a first preset direction of the first position, wherein the first preset direction includes at least one of the following: up, down, left, right, upper left, lower left, upper right and lower right. These directions are all determined with the first virtual object as the center. Alternatively, the second position is determined within a set angle range at a first distance from the first position, wherein the set angle range can be any angle between a first set angle (such as 30°) and a second set angle such as (60°). Alternatively, the second position is determined in a second preset direction of the first position and within a second preset distance range from the first position. The second preset direction can refer to the first preset direction, or it can be expressed as an angle. The second preset distance range can be set in advance. For example, the upper limit value of the second preset distance range is set according to the maximum distance allowed by the two linked virtual objects. The lower limit value of the second preset distance range mainly considers that the second position cannot be too close to the first position, otherwise the first virtual object will easily block the identification icon at the second position, and it will be difficult to clearly display the linear identification between the identification icon and the first virtual object. Therefore, the lower limit value of the second preset distance range can be set as needed, for example: 2cm to 4cm.
[0056] like Figure 5 Another graphical user interface schematic diagram is shown, wherein point A is the first position, the x-axis and y-axis of the coordinate system established with the first position as the origin are shown in the figure, the second preset direction is the direction of the line segment AB1 which is at an angle of 45° with the positive direction of the x-axis, the first length of the line segment AB1 to the second length of the line segment AB2 is the second preset distance range, and the second position can be located at any point in the line segment B1B2, for example, at the position of B1 or B2, as shown in the small circle in the figure, which represents the second position.
[0057] The second virtual object may be a teammate or an enemy of the first virtual object. During the game, due to the movement of the first virtual object or the second virtual object, the second virtual object may not be in the graphical user interface. In this scenario, it is difficult for the player to determine the location of the second virtual object. Based on this, adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line type identification for indicating the link status between the identification icon and the first virtual object may include: (1) determining the third position of the direction identification in the identification icon of the second virtual object according to the current position relationship between the second virtual object and the first virtual object; wherein the third position changes with the change of the position relationship between the second virtual object and the first virtual object; (2) adding an identification icon with the above-mentioned direction identification in the graphical user interface; wherein the direction identification is located at the third position of the identification icon; (3) adding a line type identification for indicating the above-mentioned link status between the identification icon and the first virtual object. By setting the direction identification at the third position of the identification icon of the second virtual object, it can be indicated that the second virtual object is in the direction corresponding to the direction identification, providing more reference information for the player, such as the direction identification can guide the player to control the first virtual object to move in the direction to approach the second virtual object.
[0058] like Figure 6 Another graphical user interface schematic diagram is shown, in which a linear marker 53 is connected between the identification icon 52 of the first virtual object 51 and the second virtual object. The second virtual object is determined to be in the upper left direction of the first virtual object in the above manner, so the direction marker 54 is located at the upper left position of the identification icon 52 (that is, the above third position). Through the direction marker 54, the player can intuitively determine the direction of the second virtual object.
[0059] To better understand the process of setting the above direction signs, see Figure 7 The schematic diagram of the process of determining the direction mark shown in the figure is shown in a top view, wherein the first virtual object 71 and the second virtual object 72 are both represented by circles, and the angle between the first virtual object 71 and the second virtual object 72 and the vertical direction is α, then Figure 7 A direction mark 74 is set at the outermost position of the identification icon 73 of the second virtual object on the right and at an angle α with the vertical direction. The direction indicated by the direction mark 74 is the direction of the second virtual object 72 relative to the position of the first virtual object.
[0060] The position of the first virtual object and the position of the second virtual object can be based on the projection position of the center point of the character model in the map as the location of the virtual object, or the midpoint position of the two feet of the virtual object as the location of the virtual object. The specific implementation can be flexibly set as needed, and this embodiment does not limit this.
[0061] Usually, the link state between the first virtual object and the second virtual object changes dynamically. Based on this, in response to the change in the link state between the first virtual object and the second virtual object, updating the expression of the line type identifier includes: obtaining the link state parameters corresponding to the first virtual object and the second virtual object in real time; wherein the link state parameters indicate that the link state between the first virtual object and the second virtual object is valid; if the link state parameters obtained this time change relative to the link state parameters obtained last time, updating the expression of the line type identifier according to the link state parameters obtained this time. By updating the expression of the line type identifier when the link state parameters change, the current link state can be intuitively reflected.
[0062] As a possible implementation, the method further includes: (1) if the link state parameter includes an actual link distance, and the actual link distance is greater than a preset distance validity threshold, determining that the link state parameter indicates that the link state between the first virtual object and the second virtual object is invalid; (2) if the link state parameter includes an actual link duration, and the actual link duration is greater than a preset time validity threshold, determining that the link state parameter indicates that the link state between the first virtual object and the second virtual object is invalid; (3) in response to the link state being invalid, controlling the first virtual object and the second virtual object to exit the link state, and deleting the line mark and mark icon in the graphical user interface. In this way, the player can promptly know whether the link state between the first virtual object and the second virtual object is valid, thereby providing a reference basis for subsequent operations.
[0063] In different game scenes, the expression form of the line type identifier can select different expression parameters. Based on this, the above-mentioned updating the expression form of the line type identifier according to the link state parameters obtained this time includes: (1) determining the expression parameters of the line type identifier according to the link state parameters obtained this time; wherein the expression parameters include at least one of the following: line thickness parameters, line color parameters, line virtuality parameters and distance identifiers, etc.; wherein the distance identifier is used to indicate the distance between the first virtual object and the second virtual object; (2) updating the expression form of the line type identifier with the determined expression parameters. For example Figure 4In the example, the distance between the two virtual objects is relatively large as indicated by the dotted line. Taking the link status parameter including the actual link distance as an example, the link status parameter including the actual link duration is similar. The line type identifier can be expressed in the following ways: the thicker the line of the line type identifier, the closer the distance between the two virtual objects; the thinner the line of the line type identifier, the farther the distance between the two virtual objects; the darker the line color of the line type identifier (such as dark red), the closer the distance between the two virtual objects; the lighter the line color of the line type identifier (such as orange), the farther the distance between the two virtual objects; the line type identifier is a solid line, which means the distance between the two virtual objects is closer; the line type identifier is a dotted line, which means the distance between the two virtual objects is farther. The above distance identifier can be set on the line type identifier or next to the line type identifier, or it can be set next to the identifier icon. The line type identifier with the above line type identifier expression parameters can intuitively reflect the information related to the link status.
[0064] Because the length of a line segment can usually intuitively reflect the distance between two virtual objects, the above-mentioned expression of updating the line type identifier according to the link state parameters obtained this time may include: if the obtained link state parameters include the actual link distance, updating the length of the line type identifier and / or the distance identifier according to the actual link distance. In this way, the player can know the distance information of the second virtual object according to the length of the line type identifier and / or the distance identifier, providing the player with more effective reference information. See Figure 8 A schematic diagram of a graphical user interface change is shown, in which the upper figure in the figure is the state when the first virtual object 81 and the second virtual object 82 are linked. Since the first virtual object 81 and the second virtual object 82 are 2 meters apart, the line mark 84 is relatively thick, and a distance mark of 2m is displayed near it. At the same time, since the second virtual object 82 is located on the left side of the first virtual object 81, the direction mark of the mark icon 83 points to the left. In the lower figure in the figure, since the first virtual object 81 or the second virtual object 82 moves, the distance between the first virtual object 81 and the second virtual object 82 is 5 meters, the line mark 84 is updated to a thinner line, and the distance mark is updated to 5 meters; at the same time, since the second virtual object 82 is located on the upper left of the first virtual object 81, the direction mark is updated to point to the upper left. Through this update method, players can view link-related information intuitively and conveniently. Even if the second virtual object moves out of the current graphical user interface, players can still obtain link-related information in a timely manner through information such as identification icons and line identification. Players can clearly understand the direction and specific distance of the currently linked second virtual object through the arrows of the direction identification and the indications of the distance identification, and thus make reasonable decisions based on this information.
[0065] In order to better remind players of the current link status, the above-mentioned update of the linear identification according to the link status parameters obtained this time includes: if the link status parameters obtained this time include the actual link distance, and the actual link distance is greater than the preset distance reminder threshold, the line color of the updated linear identification is the first set color; if the link status parameters obtained this time include the actual link duration, and the actual link duration is greater than the preset time reminder threshold, the line color of the updated linear identification is the second set color. Usually, link-type skills are configured with a distance validity threshold (i.e., the maximum link distance, such as 10m) and a time validity threshold (i.e., the maximum link duration, such as 8 seconds). If the distance validity threshold or the time validity threshold is exceeded, the above-mentioned link status will be disconnected. In order to be able to prompt players in time, link-type skills can also be configured with a distance reminder threshold (such as 8m) corresponding to the distance effective threshold. If the distance between two objects in a linked state is greater than the distance reminder threshold, it means that the link between the two objects is about to be disconnected, and the line color of the updated line type identification is the first set color (such as red); a time reminder threshold is configured corresponding to the time effective threshold. If the link duration between two objects in a linked state is greater than the time reminder threshold, it means that the link between the two objects is about to be disconnected, and the line color of the updated line type identification is the second set color (such as green). This method of updating the color of the line type identification according to the actual link distance and / or the actual link duration can timely remind the player of the current link status and provide reliable information for subsequent control operations.
[0066] The farther the distance between the two virtual objects is or the longer the link duration is, the lower the link firmness of the link state is; the closer the distance between the two virtual objects is or the shorter the link duration is, the higher the link firmness of the link state is. In specific implementation, threshold parameters (e.g., distance threshold and time threshold) can be set, and the actual distance between the first virtual object and the second virtual object (the straight-line distance between the two) can be compared with the distance reminder threshold. If the actual distance is less than or equal to the distance reminder threshold, the link state is the first state, and the line type identifier is set to the default color; if the actual distance is greater than the distance threshold, the link state is the second state, and the line type identifier is set to the first set color; wherein the firmness of the first state is greater than the firmness of the second state. Similarly, the actual link duration between the first virtual object and the second virtual object can also be compared with the time reminder threshold. If the actual link duration is less than or equal to the time reminder threshold, the link state is the first state, and the line type identifier is set to the above-mentioned default color; if the link duration is greater than the time reminder threshold, the link state is the second state, and the line type identifier is set to the second set color. Of course, if the actual distance is greater than the distance reminder threshold, and the actual link duration is less than or equal to the time reminder threshold, the link state is also the second state; or, if the link duration is greater than the time reminder threshold, and the actual distance is less than or equal to the distance reminder threshold, the link state is also the second state.
[0067] In order to further remind the player of the relevant information of the second virtual object, the above method also includes: in response to the change of the first attribute parameter of the second virtual object, adding a first special effect performance corresponding to the first attribute parameter to the line mark and / or the mark icon in the graphical user interface; wherein the first attribute parameter indicates at least one of the following: the attack behavior, defense behavior or life value corresponding to the second virtual object. Different first attribute parameters can correspond to different first special effects, and the first special effects can be special effects in color, special effects in graphics, etc. For example, if the second virtual object is a teammate of the first virtual object, when the second virtual object is attacked, a special effect performance of weapon swinging is added to the line mark in the graphical user interface on the first virtual object side and / or the mark icon of the second virtual object, and the user of the first virtual object can determine that the second virtual object is attacked based on the special effect performance, and can provide help to the second virtual object through the link relationship between the two.
[0068] In order to reflect the relevant attribute changes caused by the player's current link relationship, the above method also includes: in response to the change of the second attribute parameter of the first virtual object, adding a second special effect corresponding to the second attribute parameter on the line mark in the graphical user interface and / or on the first virtual object; wherein the second attribute parameter is a parameter corresponding to the behavior related to the link state. For example, if the link relationship between the first virtual object and the second virtual object is a therapeutic link relationship, then when the second virtual object treats the first virtual object, a second special effect can be added to the line mark and / or the first virtual object, so that the player is very clear that he is currently being treated by the second virtual object. Similar to the above-mentioned first special effect, the second special effect can also be a color special effect and / or a graphic special effect. Through this special effect adding method, the player can clearly see the attribute changes of the first virtual object.
[0069] As a possible implementation, for different link types, the identification icon and / or the line type identification may have different forms of expression. Based on this, the identification icon includes a first mark for indicating the link type corresponding to the link state; and / or the line type identification includes a second mark for indicating the link type corresponding to the link state; wherein the link type includes: a healing link, a damage sharing link, a damage link, and a mark type link. For example, taking the identification icon as the avatar of the second virtual object as an example, the first mark may be the background color of the avatar or the color of the outer edge of the avatar. When the link type is a damage link, it means that the second virtual object is the enemy of the first virtual object, and the background color of the avatar of the second virtual object may be red. If the link type is a healing link or a damage sharing link, it means that the second virtual object is the friend of the first virtual object, and the background color of the avatar of the second virtual object may be blue. The second mark may be a set icon. For example, when the second virtual object is the enemy of the first virtual object, the second mark may be a weapon icon such as a sword set near the line type identification. When the second virtual object is the friend of the first virtual object, the second mark may be a handshake icon set near the line type identification. In this way, players can intuitively determine the current link type.
[0070] The link relationship of this embodiment (corresponding to the link-type skill) can include two types, one is not affected by obstacles, that is, even if there are obstacles between the two parties, the link relationship only considers the distance and the length of time for skill release; the other is that the relationship is affected by obstacles. If the degree of occlusion of the obstacle between the two parties reaches the limit, the player will be reminded through the line color that the current link is about to be disconnected. For the link relationship affected by obstacles, the above-mentioned response to the change of the link state between the first virtual object and the second virtual object, the expression form of updating the linear identifier includes: in response to the obstacle between the first virtual object and the second virtual object, and the obstacle triggers the change of the link state, the expression form of updating the linear identifier. For example, if the degree of occlusion of the second virtual object by the obstacle is greater than the preset occlusion threshold, the line color of the linear identifier is updated to the third color. The obstacles here can be virtual houses, virtual walls, virtual vehicles, etc. In this way, it can be clearly reminded that the player’s current link has been blocked by obstacles and is about to be disconnected.
[0071] In order to make the above-mentioned linear identifier reflect the link-related information between virtual objects when it is initially displayed, the above-mentioned adding of the identifier icon for referring to the second virtual object in the graphical user interface and adding of the linear identifier for indicating the link state between the identifier icon and the first virtual object includes: determining the initial expression form of the linear identifier for indicating the link state according to the current initial distance between the first virtual object and the second virtual object; wherein the initial expression form includes the initial length of the linear identifier; displaying the identifier icon for referring to the second virtual object and the linear identifier between the identifier icon and the designated part of the first virtual object in the graphical user interface; wherein the linear identifier is the above-mentioned initial expression form. The above-mentioned designated part can be the waist, legs or back of the character. In this way, the initial length of the linear identifier can match the initial distance between the two virtual objects, and at the same time, one end of the linear identifier is connected to the designated part of the first virtual object, and the player can easily view the linear identifier according to the designated part, which is more distinguishable from other special effects in the effective scene.
[0072] The above embodiment mainly describes the link scene between two virtual objects. As a possible implementation method, there may be multiple second virtual objects linked to the first virtual object; adding an identification icon for referring to the second virtual object in the graphical user interface and adding a linear identification for indicating the link state between the identification icon and the first virtual object includes: adding an identification icon for referring to each second virtual object in the above graphical user interface, and adding a linear identification for indicating the link state between the first virtual object and each second virtual object between each identification icon and the first virtual object. Among them, the identification icons of multiple second virtual objects are arranged in sequence and connected to the first virtual object respectively. The identification icons here can be arranged in sequence horizontally from left to right, or in sequence in a diagonal or vertical line shape, etc., and the arrangement order of each identification icon can be random. Or, as a possible implementation method, it can also be arranged according to the actual link distance between the objects, that is, the position of the identification icon of each second virtual object in the graphical user interface is updated according to the distance between the second virtual object corresponding to the identification icon and the first virtual object. In this way, the relevant link information of multiple second virtual objects that are currently linked to the first virtual object can be clearly represented. The relevant processing of the identification icon and the line identification corresponding to each link can refer to the above embodiment and will not be repeated here.
[0073] As a possible implementation, the identification icon of the second virtual object is an avatar identification of the second virtual object and / or a character name identification of the second virtual object. This identification method of the avatar or character name is more intuitive and easy to view. The information processing in the above game, by displaying the identification icon of the avatar or character name of the other virtual object that generates the link effect in the graphical user interface, and making the line mark represent the link status, intuitively reflects the real-time effect of the link. For example, when the link distance is about to reach the limit, the line mark will turn orange to remind the player that the current link status is about to be disconnected.
[0074] Corresponding to the above method, the embodiment of the present disclosure further provides an information processing device in a game, which can be applied to the above terminal device, and provides a graphical user interface of the game through the terminal device, and the content displayed by the graphical user interface includes at least a part of the game scene, and the game scene includes a first virtual object controlled by the terminal device; see Fig. 9 , the device includes the following modules:
[0075] A link module 92 is used to control the first virtual object and the second virtual object to enter a link state in response to a link trigger event between the first virtual object and the second virtual object, and to add an identification icon for referring to the second virtual object in the graphical user interface and a line identification for indicating the link state between the identification icon and the first virtual object; an update module 94 is used to update the expression form of the line identification in response to a change in the link state between the first virtual object and the second virtual object; wherein the updated expression form of the line identification matches the link state.
[0076] The information processing device in the above game controls the first virtual object and the second virtual object to enter a link state by responding to a link trigger event between the first virtual object and the second virtual object, and adds an identification icon for referring to the second virtual object in the graphical user interface and a line type identification between the identification icon and the first virtual object to indicate the link state. This link relationship between the first virtual object and the second virtual object can prompt the player through the identification icon of the second virtual object and the line type identification between the first virtual object, regardless of whether the second virtual object is displayed in the above graphical user interface, that it currently has a link relationship with the second virtual object. The line type identification is obviously different from the scene special effects and is easier to identify. At the same time, according to the change of the link state between the first virtual object and the second virtual object, the expression form of the line type identification is updated so that the updated expression form of the line type identification matches the link state. The link state can be determined through the expression form of the line type identification, and the amount of information is richer, which is convenient for players to perform subsequent operations in a targeted manner according to the link state, thereby improving the user experience.
[0077] The link module 92 is also used to trigger a link trigger event between the first virtual object and the second virtual object in response to a link skill release operation for the first virtual object; or to trigger a link trigger event between the first virtual object and the second virtual object in response to a link skill release event of the second virtual object. Through this link triggering method, the link relationship and link status can be represented by an identification icon and a line identification for both active links and passive links, which effectively expands the application scenarios.
[0078] The link module 92 is also used to determine the second position of the graphical user interface according to the first position of the first virtual object in the graphical user interface; add an identification icon for referring to the second virtual object at the second position, and add a line mark for indicating the link state between the identification icon and the first virtual object. The second position of the identification icon is determined by the first position of the first virtual object, so that the identification icon and the first virtual object have a certain relative position relationship, which is convenient for players to view the identification icon and the line mark based on the relative position relationship, and improves the readability of the corresponding information of the identification icon and the line mark.
[0079] The link module 92 is also used to obtain the first position of the first virtual object in the graphical user interface; determine the second position in the graphical user interface according to the first position and the preset relative position relationship; wherein the first position and the second position maintain the relative position relationship unchanged, and the second position changes with the change of the first position. By maintaining the relative position relationship between the second position of the identification icon and the first position of the first virtual object unchanged, even if the first position changes, the player can quickly view the identification icon and the linear identification based on the relative position relationship, thereby improving the readability of the corresponding information of the identification icon and the linear identification.
[0080] The link module 92 is also used to determine the third position of the direction mark in the identification icon of the second virtual object according to the current position relationship between the second virtual object and the first virtual object; wherein the third position changes with the change of the position relationship between the second virtual object and the first virtual object; add the identification icon with the direction mark in the graphical user interface; wherein the direction mark is located at the third position of the identification icon; and add a line mark for indicating the link state between the identification icon and the first virtual object. By setting the direction mark at the third position of the identification icon of the second virtual object, it can be indicated that the second virtual object is in the direction corresponding to the direction mark, providing more reference information for the player.
[0081] The update module 94 is also used to obtain the link status parameters corresponding to the first virtual object and the second virtual object in real time; wherein the link status parameters indicate that the link status between the first virtual object and the second virtual object is valid; if the link status parameters obtained this time are changed relative to the link status parameters obtained last time, the expression form of the line type mark is updated according to the link status parameters obtained this time. This method of updating the expression form of the line type mark according to the link status parameters can timely remind the player of the current link status and provide reliable information for subsequent control operations.
[0082] The update module 94 is also used to determine that the link state parameter indicates that the link state between the first virtual object and the second virtual object is invalid if the link state parameter includes an actual link distance and the actual link distance is greater than a preset distance validity threshold; if the link state parameter includes an actual link duration and the actual link duration is greater than a preset time validity threshold, determine that the link state parameter indicates that the link state between the first virtual object and the second virtual object is invalid; in response to the link state being invalid, control the first virtual object and the second virtual object to exit the link state, and delete the line mark and the mark icon in the graphical user interface. This method can make the solution more perfect and more conducive to players viewing the link state.
[0083] The updating module 94 is further used to determine the expression parameters of the line type identifier according to the link state parameters; wherein the expression parameters include at least one of the following: line thickness parameters, line color parameters, line virtuality parameters and distance identifiers; wherein the distance identifier is used to indicate the distance between the first virtual object and the second virtual object; and the expression form of the line type identifier is updated according to the determined expression parameters. The line type identifier with the expression parameters of the line type identifier can intuitively reflect the information related to the link state.
[0084] The updating module 94 is also used to update the length of the line mark and / or the distance mark according to the actual link distance if the link state parameter obtained this time includes the actual link distance. In this way, the player can know the distance information of the second virtual object according to the length of the line mark and / or the distance mark, providing the player with more effective reference information.
[0085] The updating module 94 is also used to update the line color of the line type identifier to the first set color if the link status parameter obtained this time includes the actual link distance, and the actual link distance is greater than the preset distance reminder threshold; if the link status parameter obtained this time includes the actual link duration, and the actual link duration is greater than the preset time reminder threshold, update the line color of the line type identifier to the second set color. By changing the color of the line type identifier in this way, the player can be reminded of the current link status in a timely manner.
[0086] The updating module 94 is further configured to add a first special effect corresponding to the first attribute parameter to the line mark and / or the mark icon in the graphical user interface in response to a change in the first attribute parameter of the second virtual object; wherein the first attribute parameter indicates at least one of the following: an attack behavior, a defense behavior, or a life value corresponding to the second virtual object. This method can intuitively reflect the attribute change of the player's second virtual object.
[0087] The updating module 94 is further configured to add a second special effect corresponding to the second attribute parameter on the line mark in the graphical user interface and / or on the first virtual object in response to a change in the second attribute parameter of the first virtual object; wherein the second attribute parameter is a parameter corresponding to a behavior related to the link state. This method can intuitively remind the player of the attribute change of the first virtual object.
[0088] The identification icon includes a first mark for indicating the link type corresponding to the link state; and / or the line type identification includes a second mark for indicating the link type corresponding to the link state; wherein the link types include: therapeutic link, damage sharing link, damage link and mark link. This method can intuitively reflect the link type and has richer information.
[0089] The updating module 94 is also used to update the representation of the line type identifier in response to an obstacle between the first virtual object and the second virtual object, and the obstacle triggers a change in the link state. For example, if the degree to which the obstacle blocks the second virtual object is greater than a preset blocking threshold, the line color of the line type identifier is updated to a third color. This method can effectively remind the player of the degree to which the link state is affected by the obstacle.
[0090] The link module 92 is also used to determine the initial expression form of the line mark used to indicate the link state according to the current initial distance between the first virtual object and the second virtual object; wherein the initial expression form includes the initial length of the line mark; displaying the identification icon used to refer to the second virtual object and the line mark between the identification icon and the designated part of the first virtual object in the graphical user interface; wherein the line mark is the initial expression form. In this way, the initial length of the line mark can be matched with the initial distance between the two virtual objects, and at the same time, one end of the line mark is connected to the designated part of the first virtual object, and the player can easily view the line mark according to the designated part, which is more distinguishable from other special effects in the effective scene.
[0091] As a possible implementation, there are multiple second virtual objects linked to the first virtual object; the link module 92 is also used to add an identification icon to the graphical user interface to refer to each of the second virtual objects, and to add a line type identification between each of the identification icons and the first virtual object to indicate the link status between the first virtual object and each of the second virtual objects. The identification icons of multiple second virtual objects are arranged in sequence and are respectively connected to the first virtual object. As a possible implementation, the position of the identification icon of each second virtual object in the graphical user interface is updated according to the distance between the second virtual object corresponding to the identification icon and the first virtual object. In this way, the relevant link information of multiple second virtual objects that are currently linked to the first virtual object can be clearly displayed.
[0092] As a possible implementation, the identification icon of the second virtual object is an avatar identification of the second virtual object and / or a role name identification of the second virtual object. The identification method of the avatar and the role name is more intuitive and easy to view.
[0093] The information processing device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the device for recommending virtual goods in the game, reference may be made to the corresponding contents in the aforementioned information processing method embodiment of the game.
[0094] The term "and / or" herein is only a description of the association relationship of the associated objects, indicating that there may be three relationships. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. In addition, the term "at least one" herein represents any combination of at least two of any one or more of a plurality of. For example, including at least one of A, B, and C can represent including any one or more elements selected from the set consisting of A, B, and C.
[0095] The present disclosure also provides an electronic device, such as Fig.10 , which is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 101 and a memory 100, the memory 100 stores computer executable instructions that can be executed by the processor 101, and the processor 101 executes the computer executable instructions to implement the information processing method in the above game, for example Figure 2 The content corresponding to the information processing method in the game shown.
[0096] exist Fig.10 In the illustrated embodiment, the electronic device further includes a bus 102 and a communication interface 103 , wherein the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0097] Among them, the memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 102 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.10 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0098] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 101 or the instruction in the form of software. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in conjunction with the embodiment of the present disclosure can be directly embodied as a hardware decoding processor to be executed, or the hardware and software modules in the decoding processor are combined and executed. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory, and the processor 101 reads the information in the memory and completes the steps of the information processing method in the game in the above-mentioned embodiment in combination with its hardware.
[0099] The embodiments of the present disclosure also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing device method in the above-mentioned game. The specific implementation can be found in the aforementioned method embodiment, which will not be described in detail here.
[0100] The information processing device method, device and computer program product of the electronic device in the game provided by the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0101] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0102] 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 can be executed by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0103] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0104] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above-described 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-described embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A method for processing information in a game, characterized in that: Providing a graphical user interface of a game through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the method includes: In response to a link triggering event between the first virtual object and the second virtual object, controlling the first virtual object and the second virtual object to enter a link state, adding an identification icon for referring to the second virtual object in the graphical user interface, and adding a line type identification for indicating the link state between the identification icon and the first virtual object; In response to a change in the link state between the first virtual object and the second virtual object, the expression form of the line type identifier is updated; wherein the updated expression form of the line type identifier matches the link state.
2. The method according to claim 1, characterized in that The method further comprises: In response to a link skill release operation for the first virtual object, triggering a link trigger event between the first virtual object and the second virtual object; or, In response to a link skill release event of the second virtual object, a link trigger event between the first virtual object and the second virtual object is triggered.
3. The method according to claim 1, characterized in that Adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line type identification for indicating the link state between the identification icon and the first virtual object includes: determining a second position in the graphical user interface according to a first position of the first virtual object in the graphical user interface; An identification icon for referring to the second virtual object is added at the second position, and a line identification for indicating the link state is added between the identification icon and the first virtual object.
4. The method according to claim 3, characterized in that Determining a second position in the graphical user interface according to a first position of the first virtual object in the graphical user interface comprises: Obtaining a first position of the first virtual object in the graphical user interface; A second position is determined in the graphical user interface according to the first position and a preset relative position relationship; wherein the first position and the second position maintain the relative position relationship unchanged, and the second position changes with the change of the first position.
5. The method according to claim 1, characterized in that Adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line type identification for indicating the link state between the identification icon and the first virtual object includes: Determining a third position of the direction indicator in the identification icon of the second virtual object according to the current position relationship between the second virtual object and the first virtual object; wherein the third position changes with the change of the position relationship between the second virtual object and the first virtual object; Adding the identification icon with the direction identification in the graphical user interface; wherein the direction identification is located at a third position of the identification icon; A line mark for indicating the link state is added between the mark icon and the first virtual object.
6. The method according to claim 1, characterized in that In response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line type identifier includes: Acquire link status parameters corresponding to the first virtual object and the second virtual object in real time; wherein the link status parameters indicate that the link status between the first virtual object and the second virtual object is valid; if the link status parameters acquired this time change relative to the link status parameters acquired last time, update the representation of the line type identifier according to the link status parameters acquired this time.
7. The method according to claim 6, characterized in that The method further comprises: If the link state parameter includes an actual link distance, and the actual link distance is greater than a preset distance validity threshold, determining that the link state parameter indicates that the link state between the first virtual object and the second virtual object is invalid; If the link state parameter includes an actual link duration, and the actual link duration is greater than a preset time validity threshold, determining that the link state parameter indicates that the link state between the first virtual object and the second virtual object is invalid; In response to the link state being invalid, the first virtual object and the second virtual object are controlled to exit the link state, and the line mark and the mark icon in the graphical user interface are deleted.
8. The method according to claim 6, characterized in that The expression form of updating the line type identifier according to the link status parameter obtained this time includes: Determine the performance parameters of the line type identifier according to the link state parameters obtained this time; wherein the performance parameters include at least one of the following: line thickness parameters, line color parameters, line virtuality parameters and distance identifiers; wherein the distance identifier is used to indicate the distance between the first virtual object and the second virtual object; The expression form of the line type identifier is updated with the determined expression parameters.
9. The method according to claim 6, characterized in that The expression form of updating the line type identifier according to the link status parameter obtained this time includes: If the link status parameter obtained this time includes an actual link distance, the length of the line type identifier and / or the distance identifier is updated according to the actual link distance.
10. The method according to claim 6, characterized in that The expression form of updating the line type identifier according to the link status parameter obtained this time includes: If the link status parameter obtained this time includes an actual link distance, and the actual link distance is greater than a preset distance reminder threshold, updating the line color of the line type identifier to a first set color; If the link status parameter obtained this time includes the actual link duration, and the actual link duration is greater than the preset time reminder threshold, the line color of the line type identifier is updated to a second set color.
11. The method according to claim 1, characterized in that: The method further comprises: In response to a change in a first attribute parameter of the second virtual object, a first special effect expression corresponding to the first attribute parameter is added to the line logo and / or the logo icon in the graphical user interface; wherein the first attribute parameter indicates at least one of the following: attack behavior, defense behavior or health value corresponding to the second virtual object.
12. The method according to claim 1, characterized in that The method further comprises: In response to a change in a second attribute parameter of the first virtual object, a second special effect corresponding to the second attribute parameter is added to the line type identifier in the graphical user interface and / or the first virtual object; wherein the second attribute parameter is a parameter corresponding to a behavior related to the link state.
13. The method according to claim 1, characterized in that The identification icon includes a first mark for indicating the link type corresponding to the link status; and / or the line identification includes a second mark for indicating the link type corresponding to the link status; wherein the link types include: therapeutic links, damage sharing links, damage links and marking links.
14. The method according to claim 1, characterized in that In response to a change in the link state between the first virtual object and the second virtual object, updating the expression form of the line type identifier includes: In response to an obstacle between the first virtual object and the second virtual object, and the obstacle triggers a change in the link state, the representation of the line type marker is updated.
15. The method according to claim 14, characterized in that The method further comprises: If the degree to which the obstacle blocks the second virtual object is greater than a preset blocking threshold, the line color of the line type identifier is updated to a third color.
16. The method according to claim 1, characterized in that Adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line type identification for indicating the link state between the identification icon and the first virtual object includes: Determining an initial representation form of the line mark used to indicate the link state according to the current initial distance between the first virtual object and the second virtual object; wherein the initial representation form includes an initial length of the line mark; An identification icon for referring to the second virtual object and a line type identification between the identification icon and a designated part of the first virtual object are displayed in the graphical user interface; wherein the line type identification is the initial representation form.
17. The method according to claim 1, characterized in that There are multiple second virtual objects linked to the first virtual object; adding an identification icon for referring to the second virtual object in the graphical user interface and adding a line mark for indicating the link state between the identification icon and the first virtual object includes: An identification icon for referring to each of the second virtual objects is added to the graphical user interface, and a line identification for indicating a link state between the first virtual object and each of the second virtual objects is added between each of the identification icons and the first virtual object.
18. The method according to claim 17, characterized in that The position of each identification icon of the second virtual object in the graphical user interface is updated according to the distance between the second virtual object corresponding to the identification icon and the first virtual object.
19. The method according to claim 1, characterized in that The identification icon of the second virtual object is an avatar identification of the second virtual object and / or an object name identification of the second virtual object.
20. An information processing device in a game, characterized in that: A graphical user interface of a game is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the apparatus includes: a link module, configured to control the first virtual object and the second virtual object to enter a link state in response to a link triggering event between the first virtual object and the second virtual object, and to add an identification icon for referring to the second virtual object in the graphical user interface and to add a line type identification for indicating the link state between the identification icon and the first virtual object; An updating module is used to update the expression form of the line type identifier in response to a change in the link state between the first virtual object and the second virtual object; wherein the updated expression form of the line type identifier matches the link state.
21. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 19.
22. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 19.