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

By determining the interface switching animation based on the characteristics of the target game mode, the problem of stiff transition of the game interface switching is solved, and the player's immersion and experience is enhanced.

CN119548814APending Publication Date: 2025-03-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411648885.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-18
Publication Date
2025-03-04

AI Technical Summary

Technical Problem

The transition of interface switching in existing games seems stiff, affecting the player's immersion and experience.

Method used

According to the object information and/or material elements of the target virtual object contained in the target game mode, determine the interface switching animation that fits the target game mode, play the animation during the interface switching process, and enter the corresponding game interface after the animation playback is completed.

Benefits of technology

It reduces the stiffness of switching transitions between interfaces and enhances players' game immersion and experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an information processing method and device in a game, electronic equipment and a readable storage medium. The method comprises the following steps: displaying a game mode selection interface in a graphical user interface; in response to the game mode selection instruction, determining a target game mode from at least one game mode; based on object information and / or material elements of a target virtual object contained in the target game mode, determining an interface switching animation for the target game mode; controlling to play the interface switching animation according to the first playing sequence; and displaying a game interface corresponding to the target game mode in response to the condition that the interface switching animation meets a preset playing ending condition. In this way, the stiff feeling of switching transition between the interfaces can be reduced, and the game immersion feeling and experience feeling of players are improved.
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Description

Technical Field

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

[0002] When switching between different interfaces in the game, because the background needs to load the display elements in the game interface corresponding to the target game mode, in order to improve the player's gaming experience, the interface switching animation can be displayed during the interface switching process to fill the time between interface switching.

[0003] In the related art, the switching animation played during the interface switching process is generally an animation determined by preset materials, and the switching animations between different game modes are often the same, so the scene switching transition between different interfaces appears to be abrupt, and the player's game immersion and experience are not good. Summary of the invention

[0004] In view of this, the purpose of the present disclosure is to provide an information processing method, device, electronic device and readable storage medium in a game. After determining the target game mode that the player expects to enter, an interface switching animation that matches the target game mode can be determined based on the object information and / or material elements of the target virtual object contained in the target game mode. The interface switching animation is played during the interface switching process, and after the interface switching animation is played, the game interface corresponding to the target game mode is entered, which can reduce the abruptness of the switching transition between interfaces and enhance the player's game immersion and experience.

[0005] In a first aspect, an embodiment of the present disclosure provides an information processing method in a game, wherein a graphical user interface is provided through a terminal device, and the information processing method includes:

[0006] Displaying a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode;

[0007] In response to the game mode selection instruction, determining a target game mode from the at least one game mode;

[0008] Determining an interface switching animation for the target game mode based on object information and / or material elements of the target virtual object included in the target game mode;

[0009] Controlling to play the interface switching animation in a first play order;

[0010] In response to the interface switching animation satisfying a preset playback end condition, the game interface corresponding to the target game mode is displayed.

[0011] In a second aspect, an embodiment of the present disclosure further provides an information processing device in a game, the information processing device comprising:

[0012] A game mode selection interface display module, used to display a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode;

[0013] a game mode determination module, configured to determine a target game mode from the at least one game mode in response to a game mode selection instruction;

[0014] A switching animation determination module, used to determine an interface switching animation for the target game mode based on object information and / or material elements of a target virtual object included in the target game mode;

[0015] A switching animation playing module, used for controlling the playing of the interface switching animation in a first playing order;

[0016] The interface switching module is used to display the game interface corresponding to the target game mode in response to the interface switching animation satisfying a preset playback end condition.

[0017] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the information processing method in the game as described in the first aspect.

[0018] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the information processing method in the game as described in the first aspect is executed.

[0019] The information processing method, device, electronic device and readable storage medium in the game provided by the embodiments of the present disclosure display a game mode selection interface in a graphical user interface, wherein the game mode selection interface includes at least one game mode; in response to a game mode selection instruction, determine a target game mode from at least one game mode; determine an interface switching animation for the target game mode based on the object information and / or material elements of the target virtual object contained in the target game mode; control the interface switching animation to be played in a first playback order; and in response to the interface switching animation satisfying a preset playback end condition, display the game interface corresponding to the target game mode. In this way, after determining the target game mode that the player expects to enter, the interface switching animation that matches the target game mode can be determined based on the object information and / or material elements of the target virtual object contained in the target game mode, the interface switching animation can be played during the interface switching process, and after the interface switching animation is played, the game interface corresponding to the target game mode can be entered, which can reduce the stiffness of the switching transition between interfaces and enhance the player's game immersion and experience.

[0020] Furthermore, upon receiving an exit command for the game interface corresponding to the target game mode, the interface switching animation is played in the opposite order to the playback order of the game interface corresponding to the target game mode. The player can be accurately prompted whether he is currently entering or exiting the target game mode based on the playback order of the interface switching animation, thereby improving the efficiency of human-computer interaction.

[0021] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0023] Figure 1 A flowchart of an information processing method in a game provided by an embodiment of the present disclosure;

[0024] Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure;

[0025] Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0026] Figure 4The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0027] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0028] Figure 6 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0029] Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0030] Figure 8 The seventh schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0031] Fig. 9 The eighth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0032] Fig.10 A schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure;

[0033] Fig.11 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0034] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.

[0035] First, the nouns involved in this disclosure are introduced:

[0036] (1) Terminal equipment

[0037] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual objects. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0038] (2) Graphical User Interface

[0039] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0040] (3) Virtual game scene

[0041] The virtual game scene is a game scene displayed (or provided) when the application is running on a terminal or server, that is, the scene used in the normal game process. In other words, the virtual game scene refers to a virtual game control that carries a virtual object during the game process. The virtual object can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to move, release skills, and other actions. Optionally, the virtual game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual object. Optionally, the game scene can also be used for a game scene battle between at least two virtual objects, and there are virtual resources available for at least two virtual objects in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0042] Secondly, the technical background of the present disclosure is introduced:

[0043] When switching between different interfaces in the game, because the background needs to load the display elements in the game interface corresponding to the target game mode, in order to improve the player's gaming experience, the interface switching animation can be displayed during the interface switching process to fill the time between interface switching.

[0044] In the related art, the switching animation played during the interface switching process is generally an animation determined by preset materials, and the switching animations between different game modes are often the same, so the scene switching transition between different interfaces appears to be abrupt, and the player's game immersion and experience are not good.

[0045] Based on this, the embodiments of the present disclosure provide an information processing method in a game to reduce the abruptness of the switching transition between interfaces and enhance the player's gaming immersion and experience.

[0046] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0047] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal 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.

[0048] In an optional implementation, an embodiment of the present invention provides an information processing method in a game, providing a graphical user interface through a mobile terminal, wherein the mobile terminal can be the local mobile terminal mentioned above (such as a local touch terminal), or can be a client device in the cloud interaction system mentioned above. The following is an example of the information processing method in the above game running on a local mobile terminal (hereinafter referred to as a mobile terminal).

[0049] See also Figure 1 , Figure 1 The present invention is a flowchart of a method for processing information in a game provided by an embodiment of the present invention.

[0050] like Figure 1 As shown in , the information processing method in the game provided by the embodiment of the present disclosure includes:

[0051] S101. Displaying a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode.

[0052] S102. In response to a game mode selection instruction, determine a target game mode from the at least one game mode.

[0053] S103: Determine an interface switching animation for the target game mode based on the object information and / or material elements of the target virtual object contained in the target game mode.

[0054] S104: Control the playing of the interface switching animation in a first playing order.

[0055] S105. In response to the interface switching animation satisfying a preset playback end condition, displaying a game interface corresponding to the target game mode.

[0056] The information processing method in the game provided by the embodiment of the present disclosure can, after determining the target game mode that the player wants to enter, determine the interface switching animation that matches the target game mode based on the object information and / or material elements of the target virtual object contained in the target game mode, play the interface switching animation during the interface switching process, and enter the game interface corresponding to the target game mode after the interface switching animation is finished playing, which can reduce the abruptness of the switching transition between interfaces and enhance the player's game immersion and experience.

[0057] The following is a description of the exemplary steps of the embodiment of the present disclosure:

[0058] S101. Displaying a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode.

[0059] In the disclosed embodiment, before entering the game to start the game, the player can select the game mode to be challenged through the game mode selection interface to enter the game mode that the player wants to challenge. When the player enters the corresponding level scene to challenge, the selection process in the overall flow can be through different levels of menu selection to enter the final selected level scene to perform virtual interaction to challenge.

[0060] Exemplarily, the first-level interface is a game mode selection interface, which includes multiple selectable game mode entrances. After the player selects the target game mode entrance, he enters the game interface corresponding to the target game mode; the game interface corresponding to the target game mode is a displayed second-level menu, and multiple level scene entrances are displayed in the game interface corresponding to the target game mode. The player enters the virtual game scene corresponding to the selected target level scene by selecting multiple level scene entrances, and the virtual scene display interface is a third-level menu, which includes specific level game scenes. The player can control the target virtual object in the level game scene to perform virtual interactive behaviors and complete virtual game tasks.

[0061] In an optional embodiment, the game mode includes a gameplay mode and / or a game copy mode; the player can choose whether to enter the gameplay mode for challenges or enter the game copy mode to perform tasks to obtain corresponding game gains. For example, the game gains can include experience, virtual trading coins, virtual upgrade materials, etc.

[0062] Furthermore, the player can determine the target game mode by selecting instructions for the game mode selection entrance in the game selection interface, thereby entering the game interface corresponding to the target game mode.

[0063] S102. In response to a game mode selection instruction, determine a target game mode from the at least one game mode.

[0064] In the disclosed embodiment, a plurality of game mode selection entries may be included in the game mode selection interface, and the player may determine the target game mode by selecting a target mode selection entry from among the plurality of mode selection entries.

[0065] Specifically, the step of “determining a target game mode from the at least one game mode in response to a game mode selection instruction” includes:

[0066] a1: In response to a selection instruction for a target game mode selection entry among the plurality of game mode selection entries, determine the target game mode.

[0067] In an optional embodiment, the selection instruction for the target game mode selection entrance may be issued through a trigger operation on the target game selection entrance, and the trigger operation on the target game selection entrance may be a touch operation on the target game selection entrance or a click operation on the target game selection entrance.

[0068] For example, when the terminal device is a mobile terminal, the trigger operation for the target game selection entrance can be a touch operation (long press operation, click operation or sliding operation, etc.) for the target game selection entrance; when the terminal device is a PC, the trigger operation for the target game selection entrance can be a click operation on the target game selection entrance through an external input device (through a mouse click operation, etc.).

[0069] In an optional implementation, different game modes may be displayed by dividing different areas in the game mode selection interface.

[0070] Exemplarily, the game mode selection interface may be divided into a plurality of circular areas, each of which corresponds to a game mode selection entrance. The player issues selection instructions to select a target game mode by triggering operations in different circular areas.

[0071] In order to make it easier for players to distinguish between the gameplay mode and the game copy mode in the game mode, when different game mode selection entrances are displayed through different interface areas, the display area of ​​the interface area corresponding to the gameplay mode can be set to be larger than the interface area corresponding to the game copy mode, and the display position of the gameplay mode selection entrance and the display position of the game copy mode selection entrance are displayed in different areas of the game mode selection interface.

[0072] For the above example, when each game mode is displayed through different circular areas in the game mode selection interface, the regional display area of ​​the circular area corresponding to the gameplay mode selection entrance is larger than the regional display area of ​​the circular area corresponding to the game copy mode selection entrance; at the same time, the circular areas corresponding to multiple gameplay mode selection entrances are displayed in the upper part of the game mode selection interface, and the circular areas corresponding to multiple game copy mode selection entrances are displayed in the lower part of the game mode selection interface.

[0073] In an optional embodiment, for the game play mode, the entry order between different game play modes can be pre-set, that is, multiple game play modes are sorted according to the level of the game play mode, and players need to enter different game play modes in turn to challenge.

[0074] Exemplarily, when displaying multiple gameplay mode selection entrances, they need to be sorted according to the level of each gameplay mode. The multiple gameplay mode selection entrances may be displayed from left to right on the game mode selection interface, and the level of the gameplay mode corresponding to the gameplay mode selection entrance on the left is lower than the level of the gameplay mode corresponding to the gameplay mode selection entrance on the right. That is, when the player enters the game mode selection interface for the first time to select a gameplay mode to challenge, the game mode selection interface defaults to entering the gameplay mode from the first gameplay mode selection entrance on the left to challenge.

[0075] In an optional implementation, after determining that the player has selected a target game mode in the game mode selection interface, it is necessary to detect whether the player has permission to enter the target game mode. Only when it is determined that the player can enter the selected target game mode will the interface be switched to prevent the player from directly entering an inaccessible higher-level game mode to challenge it, thereby increasing the probability of game failure and affecting the player's gaming experience.

[0076] Specifically, when the game mode is the game play mode, the step of “determining a target game mode from the at least one game mode in response to a game mode selection instruction” includes:

[0077] b1: In response to the game mode selection instruction, determine the selected game mode to be switched.

[0078] b2: If the game mode to be switched is in an accessible state, the game mode to be switched is determined as the target game mode; wherein, the game mode to be switched being in an accessible state indicates that other game modes with a lower game mode level than the game mode to be switched are all unlocked.

[0079] In the disclosed embodiment, according to the game mode selection instruction, the game mode to be switched selected by the player is determined. At this time, it is necessary to determine whether the game mode to be switched selected by the current player is in an accessible state. The game mode to be switched being in an accessible state means that there are no other unlocked game modes before the game mode to be switched selected by the player, that is, all game modes before the game mode to be switched selected by the player have been unlocked.

[0080] In an optional embodiment, there is at least one level scene in each game mode. The player needs to control the target virtual object to enter the level scene to complete the virtual task. After it is determined that the player has completed all the pending virtual tasks in the level scene, it is determined that the player has unlocked the current level scene and can then enter the next level scene to continue completing the task. When all the virtual tasks corresponding to the level scenes in a game mode are completed, it is determined that the current game mode has been unlocked.

[0081] Exemplarily, there are three level scenes to be unlocked in game mode A, namely level scene A1, level scene A2 and level scene A3, and there are three virtual tasks to be completed in each level scene. After entering game mode A, the player first enters level scene A1 to perform virtual game tasks. After determining that the three virtual tasks in level scene A1 are completed, the player unlocks level scene A2 and enters level scene A2 to continue to complete the virtual tasks in level scene A2; after determining that the three virtual tasks in level scene A2 are completed, the player unlocks level scene A3 and enters level scene A3 to continue to complete the virtual tasks in level scene A3. After determining that the player has completed all three virtual tasks in level scene A3, it is determined that the current game mode A is in an unlocked state, and the player can enter a game mode whose level is adjacent to and higher than game mode A.

[0082] Here, if the player currently selects the game mode with the lowest level and the highest ranking among multiple game modes, there is no need to determine whether other game modes have been unlocked, and you can directly enter the target game mode to perform game tasks. In this way, you can reduce the calculation steps in entering the game mode, reduce the server data processing volume, and reduce the performance overhead of the game server. At the same time, it can also improve the game mode selection efficiency and human-computer efficiency, thereby improving the player's gaming experience.

[0083] In an optional implementation, if it is determined that the game mode to be switched currently selected by the player is in an accessible state, the game mode to be switched selected by the player is determined as the target game mode.

[0084] In another optional embodiment, if it is determined that there are other game modes that have not been unlocked before the target game mode that the player wants to enter, an entry failure prompt message can be displayed in the graphical user interface to prompt the player to unlock the previous game mode before trying to enter the currently selected target game mode.

[0085] Specifically, after the step of “determining the selected game mode to be switched in response to the game mode selection operation”, the information processing method further includes:

[0086] c1: If the game mode to be switched is in an inaccessible state, display an entry failure prompt message.

[0087] In the disclosed embodiment, if it is determined that the game mode to be switched selected by the player is in an inaccessible state, that is, there is an un-unlocked game mode among other game modes whose game mode level is lower than the game mode to be switched, then an entry failure prompt message is displayed in the graphical user interface, prompting the player that the selected game mode to be switched cannot currently be entered.

[0088] In an optional embodiment, the entry failure prompt information may be an icon prompt information (exemplarily, it may be an exclamation mark icon or a prohibited entry icon, etc.); the entry failure prompt information may also be a text prompt. Exemplarily, the text prompt may be "There is an unlocked game mode before the current game mode. Please unlock the unlocked game mode before trying to enter again."

[0089] In an optional embodiment, for multiple game copy modes, the level of each game copy mode is consistent. Therefore, for the game copy mode, before entering the game copy mode, it is not necessary to check the unlocking status of other game copy modes, and the mode can be entered directly. In this way, the time to enter the game copy mode is further reduced, and the game mode entry efficiency and human-computer efficiency are improved.

[0090] Furthermore, after determining the target game mode, you can enter the target game mode. In the process of entering the game interface corresponding to the target game mode from the game mode selection interface, because the background needs to load the display elements in the game interface corresponding to the target game mode, in order to enhance the player's gaming experience, you can display the interface switching animation during the interface switching process to fill the time between interface switches.

[0091] S103: Determine an interface switching animation for the target game mode based on the object information and / or material elements of the target virtual object contained in the target game mode.

[0092] In the related art, the switching animation played during the interface switching process is generally an animation determined by preset materials, and the switching animations between different game modes are often the same, so that the scene switching transitions between different interfaces are relatively abrupt, and the player's gaming immersion and experience are not good. In the disclosed embodiment, in order to further enhance the player's immersion and gaming experience, after determining the target game mode that the player expects to enter, the interface switching animation that matches the target game mode can be determined based on the object information and / or material elements of the target virtual object contained in the target game mode, which can reduce the abruptness of the switching transitions between interfaces and enhance the player's gaming immersion and experience.

[0093] In an optional embodiment, different game stages are configured for different target game modes, and different game stages correspond to different virtual objects. Therefore, when determining the interface switching animation, it is necessary to determine the corresponding target virtual object according to the current game stage, and then determine the specific presentation screen in the interface switching animation based on the determined target virtual object.

[0094] Specifically, the target virtual object included in the target game mode is determined by the following steps:

[0095] d1: Determine the target game stage in the target game mode currently to be unlocked.

[0096] d2: Determine the virtual object corresponding to the target game stage as the target virtual object included in the target game mode.

[0097] In the disclosed embodiment, after determining the target game mode selected by the player, it is necessary to determine the target game stage that the player has already unlocked for the current target game mode, as well as the target game stage that is currently to be unlocked, and determine the target virtual object material in the interface switching animation based on the virtual object corresponding to the target game stage.

[0098] Exemplarily, the target game mode currently selected by the player through the game mode selection instruction includes five game stages, game stage 1 corresponds to the target virtual object 1, game stage 2 corresponds to the target virtual object 2, game stage 3 corresponds to the target virtual object 3, game stage 4 corresponds to the target virtual object 4, and game stage 5 corresponds to the target virtual object 5. According to the player's historical game information, the player has unlocked game stage 1 and game stage 2 of the target game mode. Then, the player needs to unlock game stage 3 to enter the target game mode again. At this time, virtual object 3 corresponding to game stage 3 is determined as the target virtual object, and then the interface switching animation is determined according to the target virtual object.

[0099] Furthermore, after determining the target virtual object included in the current target game mode, the interface switching animation for the target game mode may be determined in combination with the material elements corresponding to the target game mode.

[0100] Specifically, the step of “determining an interface switching animation for the target game mode based on the object information and / or material elements of the target virtual object included in the target game mode” includes:

[0101] e1: determining the interface switching animation based on the skill configuration information of the target virtual object; and / or,

[0102] e2: Determine the interface switching animation based on the element information of the material element and the preset element movement mode.

[0103] In an optional embodiment, with respect to a method of determining an interface switching animation through a target virtual object included in a target game mode, the target skill that can be released by the target virtual object may be determined based on the skill configuration of the target virtual object, and then the interface switching animation may be determined based on the skill release effect of the target skill released by the target virtual object.

[0104] Specifically, the step of “determining the interface switching animation based on the skill configuration information of the target virtual object” includes:

[0105] f1: Based on the skill configuration information of the target virtual object, determine the skill release effect of the target skill released by the target virtual object, and generate a multi-frame switching image based on the skill release effect.

[0106] f2: Based on the preset camera movement direction of the virtual camera, multiple target frame images whose effect elements are consistent with the camera movement direction are selected from the multiple switching images.

[0107] f3: Determine the interface switching animation based on the multiple target frame images.

[0108] In the disclosed embodiment, it is necessary to determine the target skill of the target virtual object based on the skill configuration information exclusive to the target virtual object. The target skill of the target virtual object can be a target skill that is unique to the target virtual object and different from that of other virtual objects. After determining the target skill, the target prop associated with the target skill can also be determined as the material in the interface switching animation. Further, for the target virtual objects in different game modes, the unique target skills and target props corresponding to different target virtual objects are determined to generate targeted interface switching animations.

[0109] For example, for target virtual object A, target virtual object A has a unique target skill. After the target virtual object releases the target skill, the skill effect of "space distortion and space black hole" will be generated. Therefore, the skill effect of "space distortion and space black hole" can be presented in the interface switching animation for target virtual object A; for target virtual object B, the target skill possessed by target virtual object B will produce a unique skill effect after being released. Specifically, after the target virtual object B releases the target skill, a special effect of stretching using virtual props will be displayed in the graphical user interface. Therefore, the skill effect of "space distortion and space black hole" can be presented in the interface switching animation for target virtual object A. The effect of prop stretching is presented in the interface switching animation for the target virtual object B; for the target virtual object C, the target skill possessed by the target virtual object C will scatter special prop fragments in the graphical user interface when moving, so the scene screen of the scattered special prop fragments can be presented in the interface switching animation for the target virtual object C; for the target virtual object D, the target virtual object D has the ability to use a portal to transport the target virtual object itself and other virtual objects, so the virtual prop portal and the transmission effect can be displayed in the interface switching animation for the target virtual object D.

[0110] In an optional implementation, after determining the target virtual object, the skill release effect material of the target virtual object is extracted. Taking the target virtual object having a portal teleportation skill as an example, when determining the interface switching animation for the target virtual object, it is necessary to extract the portal and the portal transmission effect material, first design the still frame shot and produce the material. For example, the material can be split directly in the Unity engine to obtain multiple frames of switching images containing the skill release effect.

[0111] Exemplarily, when generating a multi-frame switching image, the elements in the image can be set as comic elements, so comic speed lines, frame shapes, strokes and other elements can be extracted based on the determined material to produce the switching image.

[0112] In an optional embodiment, in order to ensure that the interface switching animation reflects the movement of the virtual camera when playing (for example, there is a feeling of virtual camera advancement when playing the transmission door special effects in the interface switching animation), when selecting the target frame image to generate the interface switching animation, it is also necessary to consider the direction of the virtual camera when designing the interface switching animation. It is necessary to screen out the target frame image whose effect elements are consistent with the direction of the virtual camera from the multiple frame switching images to generate the interface switching animation.

[0113] For example, taking the interface switching animation containing a portal element as an example, if you want to present the vertical pushing and pulling direction of the virtual camera, you need to filter out from the multi-pin switching images the images in which the portal is displayed vertically in the switching image, and the portals in the multi-frame switching images are in the same display position and display direction.

[0114] Furthermore, after the multiple target frame images are determined, the multiple target frame images are sorted and played in a desired playback order according to the presentation effect of the currently set interface switching animation.

[0115] For example, if the interface switching animation is presented in the first playback order through multiple frames of target frame images, what needs to be reflected is the push-in effect from far to near in the direction of the virtual camera movement, and the specific presentation of the push-in effect is that the portal changes from small to large. Therefore, when sorting the multiple frames of target frame images, it is necessary to sort them according to the size of the portals involved in different target frame images, and then generate the interface switching animation, and represent the display effect of the portal changing from small to large in the interface switching animation.

[0116] In another optional embodiment, with respect to the method of determining the interface switching animation through the material elements contained in the target game mode, a multi-frame switching image may be generated based on the motion trajectory of the material elements and preset material elements, and then an interface switching animation may be generated based on the multi-frame switching image.

[0117] Specifically, the step of “determining the interface switching animation based on the element information of the material element and the preset element movement mode” includes:

[0118] g1: Based on the element information and a preset element movement mode, a movement trajectory of the element information is determined, and a multi-frame switching image is generated based on the material element and the movement trajectory of the element information.

[0119] g2: Based on the preset camera movement direction of the virtual camera, multiple target frame images whose material elements are consistent with the camera movement direction are selected from the multiple switching images.

[0120] g3: Determine the interface switching animation based on the multiple target frame images.

[0121] In the disclosed embodiment, after determining the target game mode selected by the player through the game mode selection instruction, the special component materials of the game interface corresponding to the target game mode can be determined, and then a multi-frame switching image can be generated according to the material elements.

[0122] Exemplarily, the material elements corresponding to different game modes may be constituent elements of the game modes, such as virtual gold coins, virtual upgrade gems, virtual fragments, and the like.

[0123] In an optional embodiment, the motion trajectory of the material element may be the direction and mode of movement of the material element in the graphical user interface. For example, it may be the movement of the material element from one side of the graphical user interface to the other side when the interface switching animation is presented, or the motion trajectory of the material element gradually disappearing from covering the entire graphical user interface.

[0124] In an optional implementation, in order to ensure that the interface switching animation reflects the movement of the virtual camera when playing, when selecting the target frame image for generating the interface switching animation, it is also necessary to consider the direction of the virtual camera when designing the interface switching animation. It is necessary to select the target frame image whose effect elements are consistent with the direction of the virtual camera from the multiple frame switching images to generate the interface switching animation.

[0125] For example, if you want to set the interface switching animation to present the vertical retraction of the virtual camera, you also need to filter out the target frame image containing the vertically advancing material elements from the multiple frame switching images, and generate the interface switching animation based on the target frame image.

[0126] In an optional implementation, with respect to the game play modes, the target virtual objects or material elements corresponding to different game play modes are quite different, and therefore, the interface switching animations corresponding to different game play modes are also different; and with respect to the game copy mode, the main difference between different game copies may be the different contents within the game copies, but different game copies may contain the same material elements, and therefore, different interface switching animations may be used for different game copies, or the same interface switching animation may be used based on the same material elements contained in the game copy mode, so that the interface switching effects between the game copy modes can be unified and resources can be saved.

[0127] Furthermore, after the interface switching animation corresponding to the target game mode is determined, the interface switching animation can be played to present transition pictures between different interfaces.

[0128] S104: Control the playing of the interface switching animation in a first playing order.

[0129] In the disclosed embodiment, when entering the target game mode, the interface switching animation can be played in the first playback order. The presentation of the interface switching animation can make the player feel like entering the game mode, thereby enhancing the player's sense of immersion and gaming experience.

[0130] Furthermore, after the played interface switching animation meets the preset playback end condition, the game interface corresponding to the target game mode can be displayed to prompt the player that the player has currently entered the selected target game mode and can perform the next step of control.

[0131] S105. In response to the interface switching animation satisfying a preset playback end condition, displaying a game interface corresponding to the target game mode.

[0132] In an optional implementation, the preset playback end condition includes at least one of the following:

[0133] The playing time of the interface switching animation is greater than a preset time threshold, and the playing of the interface switching animation ends.

[0134] In an optional implementation, the preset time threshold can be determined based on the data processing efficiency of the current server and the loading speed of the interface elements corresponding to the target game mode. A reasonable threshold can be set based on the switching loading speeds of different target game modes. When setting the preset time threshold, it is also necessary to consider that the interface switching animation is only a transition aid for switching between different interfaces, and should not take up too much presentation time to respond to the player's sense of immersion and gaming experience. Therefore, the preset time threshold does not require a setting process. By way of example, the preset time threshold can be set to 1 second.

[0135] In another optional implementation, when designing the interface switching animation, it is also possible to make choices among multiple frame switching images. While ensuring the complete presentation of the interface switching animation, it is not advisable to set the interface switching animation time too long, which will affect the interface switching efficiency. Therefore, the playback time of the interface switching animation can be reasonably set taking into account multiple factors such as switching efficiency, animation presentation integrity, and interface loading speed. After the setting, the switching condition between the interfaces can be set to the end of the interface switching animation playback. After determining that the interface switching animation playback has ended, the game interface corresponding to the target game mode is presented.

[0136] In this way, the switching between interfaces can be completed by setting the playback of the interface switching animation with a reasonable time, which not only ensures the efficiency of interface switching, but also ensures the player's immersion and gaming experience.

[0137] In an optional embodiment, in order to further ensure the player's sense of immersion and gaming experience, the player can also accurately know whether he is currently entering or exiting the target game mode by viewing the interface switching animation, and the playback order of the interface switching animation played when entering and exiting the target game mode can be set to different playback orders.

[0138] Specifically, the information processing method further includes:

[0139] h1: In response to an exit instruction of the game interface corresponding to the target game mode, controlling the playing of the interface switching animation in a second playing order.

[0140] The first play order is opposite to the play order corresponding to the second play order. For example, if the first play order is a forward play interface switching animation, then the second play order is a reverse play interface switching animation.

[0141] In an optional embodiment, when entering the target game mode, in order to increase the player's gaming immersion, the interface switching animation is played in a first playback order, and the animation of entering the target game mode is presented to the player. When the player exits the target game mode, the interface switching animation is played in a second playback order, and the animation of exiting the target game mode is presented to the player, further enhancing the player's immersion and gaming experience.

[0142] Exemplarily, the main animation element played in the interface switching animation is the portal element. When entering the target game mode, when the interface switching animation is played in the first playback order, the interface switching animation presents the portal changing from small to large, simulating the picture of the virtual camera advancing; when exiting the target game mode, when the interface switching animation is played in the second playback order, the interface switching animation presents the portal changing from large to small, simulating the picture of the virtual camera being pushed out.

[0143] In an optional embodiment, since different game mode selection entrances in the game mode selection interface are set at different positions in the game mode selection interface, when the interface switching animation is played, the display position of the animation elements presented in the interface switching animation or the starting frame position of the interface switching animation can be consistent with the different positions of the game mode selection entrances in the game mode selection interface.

[0144] For example, if the game mode selection entry corresponding to the target game mode is located in the upper left corner of the game mode selection interface, then the animation elements in the interface switching animation can be presented starting from the left side of the graphical user interface.

[0145] In another optional implementation, it is also possible to directly display the interface switching animation at a fixed position without referring to the positions of the different game mode selection entrances; since displaying the interface switching animation at the different game mode selection entrances cannot be displayed in one animation and requires a large amount of server computing power, when playing the interface switching animation, it is preferred to present the interface switching animation by playing the interface switching animation at a fixed position without displacement.

[0146] Furthermore, after determining to enter the target game mode, because the target game mode may include multiple level scenes, the target game mode may include at least one level scene entrance, and then enter the specific level scene through different level scene entrances to perform virtual tasks.

[0147] Specifically, the information processing method further includes:

[0148] i1: In response to a selection instruction for the at least one level scene entrance, determine a target level scene.

[0149] i2: If the target level scene is in an enterable state, in response to an entry instruction for the target level scene, control the interface switching animation to be played in the first play order.

[0150] i3: In response to an exit instruction for the target level scene, controlling the playing of the interface switching animation in a second playing order.

[0151] In the disclosed embodiment, a plurality of level scene entrances are included in the game interface corresponding to the target game mode. Players can determine the target level scene by selecting instructions for different level scene entrances, and then enter different level scenes to perform virtual tasks.

[0152] In an optional implementation, whether the player can enter the selected target level scene is related to the state of the target level scene. If the target level scene is in an accessible state, the player can enter the selected target level scene; if the target level scene is in an inaccessible state, the player cannot enter the target level scene.

[0153] Specifically, the information processing method further includes:

[0154] j1: For each level scene, determine whether a plurality of to-be-completed virtual tasks in a preceding level scene that is associated with the level scene and located before the level scene are all completed.

[0155] j2: For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene are completed, the level scene is configured to be in an enterable state.

[0156] j3: For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene have not been completed, the level scene is configured as a to-be-unlocked state.

[0157] In an optional implementation, the player needs to control the target virtual object to enter the level scene to complete the virtual task. After determining that the player has completed all the pending virtual tasks in the level scene, the player is determined to have unlocked the current level scene and can then enter the next level scene to continue completing the task. If the virtual tasks in the previous level scene have all been completed, the current level scene is determined to be accessible.

[0158] For the above example, there are three level scenes to be unlocked in game mode A, namely level scene A1, level scene A2 and level scene A3, and there are 3 virtual tasks to be completed in each level scene. After entering game mode A, the player first enters level scene A1 to perform virtual game tasks. After confirming that the three virtual tasks in level scene A1 are completed, the player unlocks level scene A2 and enters level scene A2 to continue to complete the virtual tasks in level scene A2; if the three virtual tasks in the current level scene A2 have been completed, then the level scene A3 after level scene A2 is set to an accessible state; and if none of the three virtual tasks in the current level scene A2 have been completed, or one or two virtual tasks have been completed, the level scene A3 after level scene A2 is set to a to-be-unlocked state.

[0159] In an optional implementation, in order to enable players to intuitively and accurately understand the completion status of virtual tasks in each level scene, a virtual task completion prompt mark can be set at the preset position of the level scene entrance displayed in the game interface corresponding to the target game mode. For each level scene, if the level scene contains several virtual tasks to be completed, several virtual task completion prompt marks will be displayed. The completion status of the virtual tasks is ensured by different display styles of the virtual task completion prompt marks.

[0160] Exemplarily, if the virtual task completion prompt mark is in a filled state, it indicates that the corresponding virtual task has been completed, and if the virtual task completion prompt mark is in an unfilled state, it indicates that the corresponding virtual task has not been completed.

[0161] In an optional implementation, if a level scene is in a state to be unlocked, an unlock mark may also be displayed at a preset position of the corresponding level scene entrance to indicate that the current level scene is in a state to be unlocked.

[0162] Furthermore, if it is determined that the selected target scene level is in an accessible state, the interface switching animation is played in the first playback order when entering the target level scene, and when exiting the target level scene, the interface switching animation is played in the second order. The method for determining and playing the interface switching animation is the same as the aforementioned method and will not be repeated here.

[0163] In an optional implementation, if the target level scene currently selected by the player is in a state to be unlocked, an entry failure prompt message may also be displayed to prompt that the player is currently unable to enter the target level scene. The display method of the failure prompt message is consistent with the previous prompt method for failing to enter the target game mode, and will not be repeated here.

[0164] In an optional implementation, if the selected target level scene is in an accessible state, an interface switching animation is displayed, and after the interface switching animation meets a preset playback end condition, the game enters the virtual game scene corresponding to the target level scene.

[0165] Specifically, after the step of "if the target level scene is in an enterable state, responding to an entry instruction for the target level scene, controlling the playing of the interface switching animation in the first playing order", the information processing method further includes:

[0166] k1: In response to the interface switching animation satisfying a preset playback end condition, displaying a game interface; the game interface includes at least a portion of a virtual game scene corresponding to the target level scene.

[0167] In an optional embodiment, after selecting the target level scene, a game interface can be displayed in a graphical user interface. The game interface is the bottom-level menu in the game mode selection path. Virtual game scenes corresponding to some target level scenes are displayed in the game interface. Players can control the target virtual character to perform virtual tasks in the virtual game scenes.

[0168] Among them, the preset playback end condition includes at least one of the following: the playback time of the interface switching animation is greater than the preset time threshold, and the interface switching animation playback ends. The specific determination method for the preset playback condition is consistent with the aforementioned determination method and will not be repeated here.

[0169] In an optional implementation, for in-game scenes, in addition to the main game mode selection interface, there may also be an interface switching requirement for the system interface. In order to save server performance overhead, for system interface switching other than the game mode selection interface switching process, the animation with the same animation elements can be uniformly displayed.

[0170] Specifically, the information processing method further includes:

[0171] l1: Displaying a system entry selection interface in the graphical user interface; the system entry selection interface includes at least one system entry.

[0172] l2: In response to an entry operation to a target entry in the system entry selection interface, play an entry animation.

[0173] l3: In response to an exit operation on a target entry in the system entry selection interface, play an exit entry animation.

[0174] In the disclosed embodiment, the system entrance selection interface may include different system entrances, such as a virtual mall entrance, a game activity entrance, etc. Players may select a target entrance by selecting different system entrances.

[0175] In an optional implementation, the setting of the animation elements in the entry animation may be to use speed lines as transition effects. For example, the rapid sliding of black and white lines directly drives the interface switching.

[0176] In an optional implementation, there are different presentation methods for the entry and exit animations displayed for the target entrance, so that the player can more accurately and clearly understand whether the player is currently entering or exiting the system entrance.

[0177] Specifically, the animation elements included in the entrance animation and the exit animation are the same, but the movement trajectories of the animation elements are different.

[0178] Exemplarily, taking the entry animation or exit animation generated by black and white lines as animation elements as an example, the entry animation is a black and white line moving from the lower left corner to the upper right corner of the graphical user interface, representing entry into the target entrance; the exit animation is a black and white line moving from the upper right corner to the lower left corner of the graphical user interface, representing exit to the target entrance.

[0179] In an optional implementation, the switching between systems is also from the first-level menu interface to the second-level menu interface and then to the third-level menu interface. However, during the system interface switching process, there is also a situation where the third-level menu interface switches directly to the first-level menu interface, but the exit entry animation played is the same.

[0180] Exemplarily, the lobby interface is specified as the first level. If you exit from the third level interface, the exit entrance animation of black and white lines moving from the upper right corner to the lower left corner of the graphical user interface will still be played. However, after the exit entrance animation is finished, the second level interface will be skipped and the first level interface will be displayed directly.

[0181] In an optional embodiment, if the entry animation or the exit animation meets the preset playback end condition, the corresponding interface can be displayed. The preset playback end condition includes at least one of the following: the playback time of the interface switching animation is greater than the preset time threshold, and the interface switching animation playback ends. The specific determination method for the preset playback condition is the same as the aforementioned determination method and will not be repeated here.

[0182] The following will explain the information processing in the game in the embodiment of the present disclosure through specific examples:

[0183] See also Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 2 As shown, what is currently displayed in the graphical user interface 200 is a game mode selection interface, and the game selection interface includes multiple game mode selection entrances corresponding to multiple game modes, including a gameplay mode entrance 210 and a game copy mode entrance 220, and the display area of ​​the game copy mode entrance 220 is smaller than the gameplay mode entrance 210. The player can determine the target game mode through selection operations on different game mode selection entrances, and enter the game interface corresponding to the target game mode to perform the next selection operation.

[0184] Further, taking the target skill of the target virtual object corresponding to the current target game mode as the teleportation skill, the virtual teleportation gate can be used for teleportation as an example, see Figure 3 , Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 3 As shown, after the player selects the target game mode, taking the skill of the target virtual object corresponding to the target game mode as the teleportation skill as an example, multiple portal materials and multi-frame switching images containing the portal transmission materials are obtained, and an interface switching animation is generated for playback. Specifically, the interface switching animation includes a virtual portal 230, and the interface switching animation is played in a first playback order. Specifically, the portal rotates clockwise from small to large as the interface switching animation is played, so as to simulate the effect of the camera advancing and the player entering the target game mode.

[0185] For further information, see Figure 4 , Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 4 As shown, after determining that the interface switching animation meets the preset playback end condition, the playback of the interface switching animation is ended, and the game interface corresponding to the target game mode is displayed in the graphical user interface 200. The game interface corresponding to the target game mode includes the identification information 240 corresponding to the selected target game mode, and multiple level scene entrances 250 are displayed at the same time. A virtual task prompt mark 251 and a to-be-unlocked level mark 252 are displayed at the preset position of the level scene entrance 250. The virtual task prompt mark 251 represents the completion status of the virtual task in the corresponding level scene through different filling conditions, wherein the virtual task prompt mark 251 is in a filled state, indicating that the corresponding virtual task has been completed, and the virtual task prompt mark 251 is in an unfilled state, indicating that the corresponding virtual task has not been completed; the to-be-unlocked level mark 252 represents that the corresponding level scene cannot be entered, and it is necessary to unlock the level scene before the current level scene.

[0186] For further information, see Figure 5 , Figure 5 The fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 5 As shown, if the player selects a target level scene, a level scene entry selection interface 260 is displayed in the graphical user interface 200, and the level scene entry selection interface 260 includes a level entry control 261. The player enters the virtual game scene corresponding to the selected target level scene by triggering the level entry control 261, and in the process of entering the virtual game scene corresponding to the target level scene, the interface switching animation is played again in the first playback order.

[0187] For further information, see Figure 6 , Figure 6 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure is shown in FIG. Figure 6 As shown, after determining that the interface switching animation meets the preset playback end condition, the playback of the interface switching animation is ended, and the virtual game scene corresponding to the target level scene is displayed in the graphical user interface 200. The virtual game scene includes a target virtual object 270. The player can control the target virtual object 270 to perform virtual interactive behaviors in the virtual game scene, complete virtual tasks, and unlock more level scenes.

[0188] For further information, see Figure 7 , Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 7 As shown, if the player executes an exit operation (issues an exit command for the game interface corresponding to the target game mode, or issues an exit command for the virtual game scene), the second playback sequence plays the interface switching animation. Specifically, the portal 230 rotates counterclockwise from large to small as the interface switching animation is played, to simulate the effect of the camera being pushed out and the player exiting the target game mode.

[0189] For further information, see Figure 8 , Figure 8 The seventh schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 8 As shown, if the system entry instruction is issued in the system entry selection interface, the animation element 280 is directly displayed in the entry animation. As the entry animation plays, the animation element 280 moves from the lower left corner to the upper right corner of the graphical user interface 200, indicating entry into the target entrance.

[0190] For further information, see Fig. 9 , Fig. 9 The eighth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Fig. 9 As shown, if an exit command of the system entrance is issued in the system entrance selection interface, the animation element 280 is directly displayed in the exit entrance animation. As the exit entrance animation plays, the animation element 280 moves from the upper right corner to the lower left corner of the graphical user interface 200 to ensure exit from the target entrance.

[0191] The information processing method in the game provided by the embodiment of the present disclosure displays a game mode selection interface in a graphical user interface, wherein the game mode selection interface includes at least one game mode; in response to a game mode selection instruction, a target game mode is determined from at least one game mode; based on the object information and / or material elements of the target virtual object contained in the target game mode, an interface switching animation for the target game mode is determined; the interface switching animation is controlled to be played in a first playback order; in response to the interface switching animation satisfying a preset playback end condition, the game interface corresponding to the target game mode is displayed. In this way, after determining the target game mode that the player expects to enter, the interface switching animation that matches the target game mode can be determined based on the object information and / or material elements of the target virtual object contained in the target game mode, the interface switching animation is played during the interface switching process, and after the interface switching animation is played, the game interface corresponding to the target game mode is entered, which can reduce the stiffness of the switching transition between interfaces and enhance the player's game immersion and experience.

[0192] Based on the same inventive concept, the embodiments of the present disclosure also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the information processing method in the game mentioned above in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0193] See also Fig.10 , Fig.10 This is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure. Fig.10 As shown in , the information processing device 1000 includes:

[0194] A game mode selection interface display module 1010, configured to display a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode;

[0195] A game mode determination module 1020, configured to determine a target game mode from the at least one game mode in response to a game mode selection instruction;

[0196] A switching animation determination module 1030, configured to determine an interface switching animation for the target game mode based on object information and / or material elements of a target virtual object included in the target game mode;

[0197] A switching animation playing module 1040, used for controlling the playing of the interface switching animation in a first playing order;

[0198] The interface switching module 1050 is used to display the game interface corresponding to the target game mode in response to the interface switching animation satisfying a preset playback end condition.

[0199] In an optional implementation, the information processing device 1000 further includes an interface exit module (not shown in the figure), and the interface exit module is used to:

[0200] In response to an exit instruction of the game interface corresponding to the target game mode, the interface switching animation is controlled to be played in a second play order.

[0201] In an optional implementation, the first play order is opposite to the play order corresponding to the second play order.

[0202] In an optional implementation, the target game mode is configured with different game stages; different game stages correspond to different virtual objects; the switching animation determination module 1030 is used to determine the target virtual object included in the target game mode through the following steps:

[0203] Determining a target game stage in the target game mode currently to be unlocked;

[0204] The virtual object corresponding to the target game stage is determined as the target virtual object included in the target game mode.

[0205] In an optional implementation, when the switching animation determination module 1030 is used to determine the interface switching animation for the target game mode based on the object information and / or material elements of the target virtual object included in the target game mode, the switching animation determination module 1030 is used to:

[0206] determining the interface switching animation based on the skill configuration information of the target virtual object; and / or,

[0207] The interface switching animation is determined based on the element information of the material element and the preset element movement mode.

[0208] In an optional implementation, when the switching animation determination module 1030 is used to determine the interface switching animation based on the skill configuration information of the target virtual object, the switching animation determination module 1030 is used to:

[0209] Determining a skill release effect of the target virtual object releasing a target skill based on the skill configuration information of the target virtual object, and generating a multi-frame switching image based on the skill release effect;

[0210] Based on a preset camera movement direction of the virtual camera, a plurality of target frame images whose effect elements are consistent with the camera movement direction are selected from the plurality of switching images;

[0211] Based on the multiple target frame images, the interface switching animation is determined.

[0212] In an optional implementation, when the switching animation determination module 1030 is used to determine the interface switching animation based on the element information of the material element and the preset element movement mode, the switching animation determination module 1030 is used to:

[0213] Based on the element information and the preset element movement mode, determining the movement trajectory of the element information, and generating a multi-frame switching image based on the material element and the movement trajectory of the element information;

[0214] Based on a preset camera movement direction of the virtual camera, a plurality of target frame images whose material elements are consistent with the camera movement direction are selected from the plurality of switching images;

[0215] Based on the multiple target frame images, the interface switching animation is determined.

[0216] In an optional implementation, the game mode selection interface includes a plurality of game mode selection entries; when the game mode determination module 1020 is used to determine the target game mode from the at least one game mode in response to the game mode selection instruction, the game mode determination module 1020 is used to:

[0217] In response to a selection instruction for a target game mode selection entry among the plurality of game mode selection entries, the target game mode is determined.

[0218] In an optional embodiment, the game mode includes a gameplay mode and / or a game copy mode.

[0219] In an optional implementation, the target game mode includes at least one level scene; the information processing device 1000 further includes a level configuration module (not shown in the figure), and the level configuration module is used to:

[0220] For each level scene, determining whether a plurality of to-be-completed virtual tasks in a preceding level scene that is associated with the level scene and located before the level scene are all completed;

[0221] For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene are completed, the level scene is configured to be in an enterable state;

[0222] For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene have not all been completed, the level scene is configured as a to-be-unlocked state.

[0223] In an optional implementation, the game interface corresponding to the target game mode includes at least one level scene entrance; the target game mode includes at least one level scene; the information processing device 1000 further includes a level scene switching module (not shown in the figure), and the level scene switching module is used to:

[0224] In response to a selection instruction for the at least one level scene entrance, determining a target level scene;

[0225] If the target level scene is in an enterable state, responding to an entry instruction for the target level scene, controlling the interface switching animation to be played in the first play order;

[0226] In response to an exit instruction for the target level scene, the interface switching animation is controlled to be played in a second play order.

[0227] In an optional implementation, the information processing device 1000 further includes a level game interface display module (not shown in the figure), and the level game interface display module is used to:

[0228] In response to the interface switching animation satisfying a preset playback end condition, a game interface is displayed; the game interface includes at least a portion of a virtual game scene corresponding to the target level scene.

[0229] In an optional implementation, the preset playback end condition includes at least one of the following:

[0230] The playing time of the interface switching animation is greater than a preset time threshold, and the playing of the interface switching animation ends.

[0231] In an optional implementation, when the game mode is the game play mode, when the game mode determination module 1020 is used to determine the target game mode from the at least one game mode in response to the game mode selection instruction, the game mode determination module 1020 is used to:

[0232] In response to the game mode selection instruction, determining a selected game mode to be switched;

[0233] If the game mode to be switched is in an accessible state, the game mode to be switched is determined as the target game mode; wherein, the game mode to be switched being in an accessible state indicates that other game modes with a lower game mode level than the game mode to be switched are all unlocked.

[0234] In an optional implementation, the information processing device 1000 further includes an information prompt module (not shown in the figure), and the information prompt module is used to:

[0235] If the game mode to be switched is in an inaccessible state, a prompt message indicating that entry has failed is displayed.

[0236] In an optional implementation, the information processing device 1000 further includes a system interface switching module (not shown in the figure), and the system interface switching module is used to:

[0237] A system entry selection interface is displayed in the graphical user interface; the system entry selection interface includes at least one system entry;

[0238] In response to an entry operation to a target entry in the system entry selection interface, playing an entry animation;

[0239] In response to an exit operation on a target entry in the system entry selection interface, an exit entry animation is played.

[0240] The animation elements included in the entrance animation and the exit animation are the same, but the movement trajectories of the animation elements are different.

[0241] The information processing device in the game provided by the embodiment of the present disclosure displays a game mode selection interface in a graphical user interface, wherein the game mode selection interface includes at least one game mode; in response to a game mode selection instruction, a target game mode is determined from at least one game mode; based on the object information and / or material elements of the target virtual object contained in the target game mode, an interface switching animation for the target game mode is determined; the interface switching animation is controlled to be played in a first playback order; in response to the interface switching animation satisfying a preset playback end condition, the game interface corresponding to the target game mode is displayed. In this way, after determining the target game mode that the player expects to enter, the interface switching animation that matches the target game mode can be determined based on the object information and / or material elements of the target virtual object contained in the target game mode, the interface switching animation is played during the interface switching process, and after the interface switching animation is played, the game interface corresponding to the target game mode is entered, which can reduce the stiffness of the switching transition between interfaces and enhance the player's game immersion and experience.

[0242] See also Fig.11 , Fig.11This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.11 As shown in , the electronic device 1100 includes a processor 1110 , a memory 1120 and a bus 1130 .

[0243] The memory 1120 stores machine-readable instructions executable by the processor 1110. When the electronic device 1100 is running, the processor 1110 communicates with the memory 1120 via the bus 1130, so that the processor 1110 executes the following instructions when running:

[0244] Displaying a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode;

[0245] In response to the game mode selection instruction, determining a target game mode from the at least one game mode;

[0246] Determining an interface switching animation for the target game mode based on object information and / or material elements of the target virtual object included in the target game mode;

[0247] Controlling to play the interface switching animation in a first play order;

[0248] In response to the interface switching animation satisfying a preset playback end condition, the game interface corresponding to the target game mode is displayed.

[0249] In an optional implementation manner, the instructions executed by the processor 1110 further include:

[0250] In response to an exit instruction of the game interface corresponding to the target game mode, the interface switching animation is controlled to be played in a second play order.

[0251] In an optional implementation manner, the first playback sequence is opposite to the playback sequence corresponding to the second playback sequence.

[0252] In an optional implementation, the target game mode is configured with different game stages; different game stages correspond to different virtual objects; in the instructions executed by the processor 1110, the target virtual object included in the target game mode is determined by the following steps:

[0253] Determining a target game stage in the target game mode currently to be unlocked;

[0254] The virtual object corresponding to the target game stage is determined as the target virtual object included in the target game mode.

[0255] In an optional implementation, the instructions executed by the processor 1110, based on the object information and / or material elements of the target virtual object included in the target game mode, determine the interface switching animation for the target game mode, including:

[0256] determining the interface switching animation based on the skill configuration information of the target virtual object; and / or,

[0257] The interface switching animation is determined based on the element information of the material element and the preset element movement mode.

[0258] In an optional implementation, in the instructions executed by the processor 1110, determining the interface switching animation based on the skill configuration information of the target virtual object includes:

[0259] Determining a skill release effect of the target virtual object releasing a target skill based on the skill configuration information of the target virtual object, and generating a multi-frame switching image based on the skill release effect;

[0260] Based on a preset camera movement direction of the virtual camera, a plurality of target frame images whose effect elements are consistent with the camera movement direction are selected from the plurality of switching images;

[0261] Based on the multiple target frame images, the interface switching animation is determined.

[0262] In an optional implementation manner, in the instructions executed by the processor 1110, determining the interface switching animation based on the element information of the material element and the preset element movement mode includes:

[0263] Based on the element information and the preset element movement mode, determining the movement trajectory of the element information, and generating a multi-frame switching image based on the material element and the movement trajectory of the element information;

[0264] Based on a preset camera movement direction of the virtual camera, a plurality of target frame images whose material elements are consistent with the camera movement direction are selected from the plurality of switching images;

[0265] Based on the multiple target frame images, the interface switching animation is determined.

[0266] In an optional implementation, the game mode selection interface includes a plurality of game mode selection entries; in the instructions executed by the processor 1110, in response to the game mode selection instruction, determining the target game mode from the at least one game mode includes:

[0267] In response to a selection instruction for a target game mode selection entry among the plurality of game mode selection entries, the target game mode is determined.

[0268] In an optional implementation, the game mode includes a gameplay mode and / or a game copy mode.

[0269] In an optional implementation manner, the target game mode includes at least one level scene; the instructions executed by the processor 1110 further include:

[0270] For each level scene, determining whether a plurality of to-be-completed virtual tasks in a preceding level scene that is associated with the level scene and located before the level scene are all completed;

[0271] For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene are completed, the level scene is configured to be in an enterable state;

[0272] For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene have not all been completed, the level scene is configured as a to-be-unlocked state.

[0273] In an optional implementation manner, the game interface corresponding to the target game mode includes at least one level scene entrance; the instructions executed by the processor 1110 further include:

[0274] In response to a selection instruction for the at least one level scene entrance, determining a target level scene;

[0275] If the target level scene is in an enterable state, responding to an entry instruction for the target level scene, controlling the interface switching animation to be played in the first play order;

[0276] In response to an exit instruction for the target level scene, the interface switching animation is controlled to be played in a second play order.

[0277] In an optional implementation manner, the instructions executed by the processor 1110 further include:

[0278] In response to the interface switching animation satisfying a preset playback end condition, a game interface is displayed; the game interface includes at least a portion of a virtual game scene corresponding to the target level scene.

[0279] In an optional implementation manner, the preset playback end condition includes at least one of the following:

[0280] The playing time of the interface switching animation is greater than a preset time threshold, and the playing of the interface switching animation ends.

[0281] In an optional implementation, in the instructions executed by the processor 1110, when the game mode is the game play mode, the determining the target game mode from the at least one game mode in response to the game mode selection instruction includes:

[0282] In response to the game mode selection instruction, determining a selected game mode to be switched;

[0283] If the game mode to be switched is in an accessible state, the game mode to be switched is determined as the target game mode; wherein, the game mode to be switched being in an accessible state indicates that other game modes with a lower game mode level than the game mode to be switched are all unlocked.

[0284] In an optional implementation manner, the instructions executed by the processor 1110 further include:

[0285] If the game mode to be switched is in an inaccessible state, a prompt message indicating that entry has failed is displayed.

[0286] In an optional implementation manner, the instructions executed by the processor 1110 further include:

[0287] A system entry selection interface is displayed in the graphical user interface; the system entry selection interface includes at least one system entry;

[0288] In response to an entry operation to a target entry in the system entry selection interface, playing an entry animation;

[0289] In response to an exit operation on a target entry in the system entry selection interface, an exit entry animation is played.

[0290] The animation elements included in the entrance animation and the exit animation are the same, but the movement trajectories of the animation elements are different.

[0291] Through the above method, after determining the target game mode that the player expects to enter, the interface switching animation that matches the target game mode can be determined according to the object information and / or material elements of the target virtual object contained in the target game mode, the interface switching animation is played during the interface switching process, and after the interface switching animation is finished, the game interface corresponding to the target game mode is entered, which can reduce the abruptness of the switching transition between interfaces and enhance the player's gaming immersion and experience; further, upon receiving an exit instruction for the game interface corresponding to the target game mode, the interface switching animation is played in the opposite order of the playback sequence of the game interface corresponding to the target game mode, which can accurately prompt the player whether he is currently entering or exiting the target game mode according to the playback sequence of the interface switching animation, thereby improving the efficiency of human-computer interaction; further, upon determining that the player has exited the game mode by selecting After selecting the target game mode, it is necessary to check whether the player has the authority to enter the target game mode. When it is determined that the player can enter the selected target game mode, the interface will be switched to prevent the player from directly entering a higher-level game mode that cannot be entered to challenge, which increases the probability of game failure and affects the player's gaming experience. Furthermore, the switching between interfaces is completed by setting a reasonable time for the playback of the interface switching animation, which ensures the efficiency of the interface switching while also ensuring the player's immersion and gaming experience. For the in-game scenes, in addition to the main game mode selection interface, there may also be an interface switching requirement for the system interface. For the system interface switching other than the game mode selection interface switching process, an animation that uniformly displays the same animation elements can be used, which can save server performance overhead.

[0292] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:

[0293] Displaying a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode;

[0294] In response to the game mode selection instruction, determining a target game mode from the at least one game mode;

[0295] Determining an interface switching animation for the target game mode based on object information and / or material elements of the target virtual object included in the target game mode;

[0296] Controlling to play the interface switching animation in a first play order;

[0297] In response to the interface switching animation satisfying a preset playback end condition, the game interface corresponding to the target game mode is displayed.

[0298] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0299] In response to an exit instruction of the game interface corresponding to the target game mode, the interface switching animation is controlled to be played in a second play order.

[0300] In an optional implementation manner, the first playback sequence is opposite to the playback sequence corresponding to the second playback sequence.

[0301] In an optional implementation, the target game mode is configured with different game stages; different game stages correspond to different virtual objects; in the instructions executed by the computer-readable storage medium, the target virtual object included in the target game mode is determined by the following steps:

[0302] Determining a target game stage in the target game mode currently to be unlocked;

[0303] The virtual object corresponding to the target game stage is determined as the target virtual object included in the target game mode.

[0304] In an optional implementation, the instructions executed by the computer-readable storage medium determine the interface switching animation for the target game mode based on the object information and / or material elements of the target virtual object included in the target game mode, including:

[0305] determining the interface switching animation based on the skill configuration information of the target virtual object; and / or,

[0306] The interface switching animation is determined based on the element information of the material element and the preset element movement mode.

[0307] In an optional implementation, in the instructions executed by the computer-readable storage medium, determining the interface switching animation based on the skill configuration information of the target virtual object includes:

[0308] Determining a skill release effect of the target virtual object releasing a target skill based on the skill configuration information of the target virtual object, and generating a multi-frame switching image based on the skill release effect;

[0309] Based on a preset camera movement direction of the virtual camera, a plurality of target frame images whose effect elements are consistent with the camera movement direction are selected from the plurality of switching images;

[0310] Based on the multiple target frame images, the interface switching animation is determined.

[0311] In an optional implementation, in the instructions executed by the computer-readable storage medium, determining the interface switching animation based on the element information of the material element and the preset element movement mode includes:

[0312] Based on the element information and the preset element movement mode, determining the movement trajectory of the element information, and generating a multi-frame switching image based on the material element and the movement trajectory of the element information;

[0313] Based on a preset camera movement direction of the virtual camera, a plurality of target frame images whose material elements are consistent with the camera movement direction are selected from the plurality of switching images;

[0314] Based on the multiple target frame images, the interface switching animation is determined.

[0315] In an optional implementation, the game mode selection interface includes a plurality of game mode selection entries; in the instructions executed by the computer-readable storage medium, in response to the game mode selection instruction, determining the target game mode from the at least one game mode includes:

[0316] In response to a selection instruction for a target game mode selection entry among the plurality of game mode selection entries, the target game mode is determined.

[0317] In an optional implementation, the game mode includes a gameplay mode and / or a game copy mode.

[0318] In an optional implementation manner, the target game mode includes at least one level scene; the instructions executed by the computer-readable storage medium further include:

[0319] For each level scene, determining whether a plurality of to-be-completed virtual tasks in a preceding level scene that is associated with the level scene and located before the level scene are all completed;

[0320] For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene are completed, the level scene is configured to be in an enterable state;

[0321] For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene have not all been completed, the level scene is configured as a to-be-unlocked state.

[0322] In an optional implementation manner, the game interface corresponding to the target game mode includes at least one level scene entrance; the instructions executed by the computer-readable storage medium further include:

[0323] In response to a selection instruction for the at least one level scene entrance, determining a target level scene;

[0324] If the target level scene is in an enterable state, responding to an entry instruction for the target level scene, controlling the interface switching animation to be played in the first play order;

[0325] In response to an exit instruction for the target level scene, the interface switching animation is controlled to be played in a second play order.

[0326] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0327] In response to the interface switching animation satisfying a preset playback end condition, a game interface is displayed; the game interface includes at least a portion of a virtual game scene corresponding to the target level scene.

[0328] In an optional implementation manner, the preset playback end condition includes at least one of the following:

[0329] The playing time of the interface switching animation is greater than a preset time threshold, and the playing of the interface switching animation ends.

[0330] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the game mode is the game play mode, the step of determining the target game mode from the at least one game mode in response to the game mode selection instruction includes:

[0331] In response to the game mode selection instruction, determining a selected game mode to be switched;

[0332] If the game mode to be switched is in an accessible state, the game mode to be switched is determined as the target game mode; wherein, the game mode to be switched being in an accessible state indicates that other game modes with a lower game mode level than the game mode to be switched are all unlocked.

[0333] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0334] If the game mode to be switched is in an inaccessible state, a prompt message indicating that entry has failed is displayed.

[0335] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0336] A system entry selection interface is displayed in the graphical user interface; the system entry selection interface includes at least one system entry;

[0337] In response to an entry operation to a target entry in the system entry selection interface, playing an entry animation;

[0338] In response to an exit operation on a target entry in the system entry selection interface, an exit entry animation is played.

[0339] The animation elements included in the entrance animation and the exit animation are the same, but the movement trajectories of the animation elements are different.

[0340] Through the above method, after determining the target game mode that the player expects to enter, the interface switching animation that matches the target game mode can be determined according to the object information and / or material elements of the target virtual object contained in the target game mode, the interface switching animation is played during the interface switching process, and after the interface switching animation is finished, the game interface corresponding to the target game mode is entered, which can reduce the abruptness of the switching transition between interfaces and enhance the player's gaming immersion and experience; further, upon receiving an exit instruction for the game interface corresponding to the target game mode, the interface switching animation is played in the opposite order of the playback sequence of the game interface corresponding to the target game mode, which can accurately prompt the player whether he is currently entering or exiting the target game mode according to the playback sequence of the interface switching animation, thereby improving the efficiency of human-computer interaction; further, upon determining that the player has exited the game mode by selecting After selecting the target game mode, it is necessary to check whether the player has the authority to enter the target game mode. When it is determined that the player can enter the selected target game mode, the interface will be switched to prevent the player from directly entering a higher-level game mode that cannot be entered to challenge, which increases the probability of game failure and affects the player's gaming experience. Furthermore, the switching between interfaces is completed by setting a reasonable time for the playback of the interface switching animation, which ensures the efficiency of the interface switching while also ensuring the player's immersion and gaming experience. For the in-game scenes, in addition to the main game mode selection interface, there may also be an interface switching requirement for the system interface. For the system interface switching other than the game mode selection interface switching process, an animation that uniformly displays the same animation elements can be used, which can save server performance overhead.

[0341] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0342] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0343] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0344] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0345] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present 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.

[0346] 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 aforementioned 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 aforementioned 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 shall be based on the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: Providing a graphical user interface through a terminal device, the information processing method includes: Displaying a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode; In response to the game mode selection instruction, determining a target game mode from the at least one game mode; Determining an interface switching animation for the target game mode based on object information and / or material elements of the target virtual object included in the target game mode; Controlling to play the interface switching animation in a first play order; In response to the interface switching animation satisfying a preset playback end condition, the game interface corresponding to the target game mode is displayed.

2. The information processing method according to claim 1, characterized in that: The information processing method further includes: In response to an exit instruction of the game interface corresponding to the target game mode, the interface switching animation is controlled to be played in a second play order.

3. The information processing method according to claim 2, characterized in that: The first play sequence is opposite to the play sequence corresponding to the second play sequence.

4. The information processing method according to claim 1, characterized in that: The target game mode is configured with different game stages; different game stages correspond to different virtual objects; The target virtual object included in the target game mode is determined by the following steps: Determining a target game stage in the target game mode currently to be unlocked; The virtual object corresponding to the target game stage is determined as the target virtual object included in the target game mode.

5. The information processing method according to claim 1, characterized in that: The determining, based on the object information and / or material elements of the target virtual object included in the target game mode, an interface switching animation for the target game mode includes: determining the interface switching animation based on the skill configuration information of the target virtual object; and / or, The interface switching animation is determined based on the element information of the material element and the preset element movement mode.

6. The information processing method according to claim 5, characterized in that: The determining the interface switching animation based on the skill configuration information of the target virtual object includes: Determining a skill release effect of the target virtual object releasing a target skill based on the skill configuration information of the target virtual object, and generating a multi-frame switching image based on the skill release effect; Based on a preset camera movement direction of the virtual camera, a plurality of target frame images whose effect elements are consistent with the camera movement direction are selected from the plurality of switching images; Based on the multiple target frame images, the interface switching animation is determined.

7. The information processing method according to claim 6, characterized in that: The determining the interface switching animation based on the element information of the material element and the preset element movement mode includes: Based on the element information and the preset element movement mode, determining the movement trajectory of the element information, and generating a multi-frame switching image based on the material element and the movement trajectory of the element information; Based on a preset camera movement direction of the virtual camera, a plurality of target frame images whose material elements are consistent with the camera movement direction are selected from the plurality of switching images; Based on the multiple target frame images, the interface switching animation is determined.

8. The information processing method according to claim 1, characterized in that: The game mode selection interface includes multiple game mode selection entrances; The step of determining a target game mode from the at least one game mode in response to the game mode selection instruction comprises: In response to a selection instruction for a target game mode selection entry among the plurality of game mode selection entries, the target game mode is determined.

9. The information processing method according to claim 1, characterized in that: The game mode includes a gameplay mode and / or a game copy mode.

10. The information processing method according to claim 9, characterized in that: The target game mode includes at least one level scene; the information processing method also includes: For each level scene, determining whether a plurality of to-be-completed virtual tasks in a preceding level scene that is associated with the level scene and located before the level scene are all completed; For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene are completed, the level scene is configured to be in an enterable state; For each level scene, if multiple to-be-completed virtual tasks in the previous level scene before the level scene have not all been completed, the level scene is configured as a to-be-unlocked state.

11. The information processing method according to claim 10, characterized in that: The game interface corresponding to the target game mode includes at least one level scene entrance; the information processing method also includes: In response to a selection instruction for the at least one level scene entrance, determining a target level scene; If the target level scene is in an enterable state, responding to an entry instruction for the target level scene, controlling the interface switching animation to be played in the first play order; In response to an exit instruction for the target level scene, the interface switching animation is controlled to be played in a second play order.

12. The information processing method according to claim 11, characterized in that: After the step of controlling the interface switching animation to be played in the first play order in response to the entry instruction for the target level scene if the target level scene is in an enterable state, the information processing method further includes: In response to the interface switching animation satisfying a preset playback end condition, a game interface is displayed; the game interface includes at least a portion of a virtual game scene corresponding to the target level scene.

13. The information processing method according to claim 12, characterized in that: The preset playback end condition includes at least one of the following: The playing time of the interface switching animation is greater than a preset time threshold, and the playing of the interface switching animation ends.

14. The information processing method according to claim 9, characterized in that: When the game mode is the game play mode, the step of determining a target game mode from the at least one game mode in response to the game mode selection instruction comprises: In response to the game mode selection instruction, determining a selected game mode to be switched; If the game mode to be switched is in an accessible state, the game mode to be switched is determined as the target game mode; wherein, the game mode to be switched being in an accessible state indicates that other game modes with a lower game mode level than the game mode to be switched are all unlocked.

15. The information processing method according to claim 14, characterized in that: After determining the selected game mode to be switched in response to the game mode selection operation, the information processing method further includes: If the game mode to be switched is in an inaccessible state, a prompt message indicating that entry has failed is displayed.

16. The information processing method according to claim 1, characterized in that: The information processing method further includes: A system entry selection interface is displayed in the graphical user interface; the system entry selection interface includes at least one system entry; In response to an entry operation to a target entry in the system entry selection interface, playing an entry animation; In response to an exit operation for a target entrance in the system entrance selection interface, playing an exit entrance animation; The animation elements included in the entrance animation and the exit animation are the same, but the movement trajectories of the animation elements are different.

17. An information processing device in a game, characterized in that: The graphical user interface is provided by a terminal device, and the information processing device in the game includes: A game mode selection interface display module, used to display a game mode selection interface in the graphical user interface, wherein the game mode selection interface includes at least one game mode; a game mode determination module, configured to determine a target game mode from the at least one game mode in response to a game mode selection instruction; A switching animation determination module, used to determine an interface switching animation for the target game mode based on object information and / or material elements of a target virtual object included in the target game mode; A switching animation playing module, used for controlling the playing of the interface switching animation in a first playing order; The interface switching module is used to display the game interface corresponding to the target game mode in response to the interface switching animation satisfying a preset playback end condition.

18. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described in any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the information processing method in a game as claimed in any one of claims 1 to 16.