Information processing method and device in game, electronic equipment and readable storage medium
By switching scenes in the game and allowing players to control the target object to move in the area generated by music melody in the new scene, and obtaining movement control points to obtain virtual props, the problem of unsmooth switching of game scenes in the existing technology is solved, and the smoothness and immersion of the player's experience is improved.
Patent Information
- Application Number
- CN202510088677.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-20
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2045-01-20
AI Technical Summary
During the acquisition of virtual props in existing games, the game scene switching is not smooth, which affects the smoothness and immersion of the player's experience.
When the target event is triggered, the game scene is switched and the target object associated with the original scene is displayed in the new scene. The player controls the target object to move in the target area generated by the music melody to obtain movement control points, which is used to obtain virtual props.
It improves the smoothness of game scene switching, enriches the interaction between players and target objects in the game scene, and improves the smoothness of players' operations and game immersion.
Smart Images

Figure CN119565143A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer technology, and in particular to an information processing method, device, electronic device, and readable storage medium in a game. Background Art
[0002] In related games, players can control the target virtual character to move in the game scene and perform virtual game tasks in the game scene. In the process of controlling the target virtual character to perform the virtual game tasks, the player may need to obtain virtual props to assist in performing the virtual game tasks while controlling the target virtual character.
[0003] In the related art, virtual props can be obtained by purchasing them by consuming the player's virtual resources or by having the target virtual character perform specific tasks to obtain virtual tasks. However, the current way to obtain virtual props is to switch between different interfaces. However, the correlation between the switching interface and the game scene is not high, and the correlation between the tasks performed by the player in the interface after the switch and the game scene before the switch is also not high, which affects the smoothness and immersion of the player's experience. 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. When a target event is triggered, the current first game scene is switched to a second game scene, and a target object associated with the first game scene is displayed in the second game scene. The player controls the target object in the second game scene to move in a target area generated according to the corresponding music melody, obtains movement control points, and obtains virtual props in the first game scene according to the obtained movement control points. While improving the smoothness of switching between different game scenes, the richness of interaction between the player and the target object in the game scene is enriched, thereby improving the smoothness of the player's operation and the immersion in the game.
[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 graphical user interface includes a first game scene; the information processing method includes:
[0006] In response to triggering of a target event, switching a first game scene in the graphical user interface to a second game scene; the second game scene includes a target object in a first form in the first game scene;
[0007] In response to a trigger operation on the target object, a target area is displayed in the graphical user interface, and the target object is switched to a second form; the target area is determined according to a music melody corresponding to the second game scene;
[0008] In response to the movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control integral according to a positional relationship between a plurality of movement positions of the target object and the target area;
[0009] In response to triggering of a target end event, the second game scene is switched to the first game scene, and virtual props are configured for the corresponding target virtual character in the first game scene based on the movement control score.
[0010] In a second aspect, an embodiment of the present disclosure further provides an information processing device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a first game scene; the information processing device includes:
[0011] A scene switching module, configured to switch the first game scene in the graphical user interface to a second game scene in response to a triggering of a target event; the second game scene includes the target object in the first form in the first game scene;
[0012] an area display module, for responding to a trigger operation on the target object, displaying a target area in the graphical user interface, and switching the target object to a second form; the target area is determined according to a music melody corresponding to the second game scene;
[0013] an integral determination module, configured to control the target object in the second form to move in the target area in response to a movement control instruction, and determine a movement control integral according to a positional relationship between a plurality of movement positions of the target object and the target area;
[0014] The prop configuration module is used to switch from the second game scene to the first game scene in response to the triggering of the target end event, and configure virtual props for the corresponding target virtual character in the first game scene based on the movement control score.
[0015] 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.
[0016] 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.
[0017] The information processing method, device, electronic device and readable storage medium in the game provided by the embodiment of the present disclosure, in response to the triggering of the target event, the first game scene in the graphical user interface is switched to the second game scene; in response to the triggering operation for the target object, the target area is displayed in the graphical user interface, and the target object is switched to the second form; in response to the movement control instruction, the target object in the second form is controlled to move in the target area, and the movement control score is determined according to the positional relationship between the multiple movement positions of the target object and the target area; in response to the triggering of the target end event, the second game scene is switched to the first game scene, and virtual props are configured for the corresponding target virtual character in the first game scene based on the movement control score. In this way, when the target event is triggered, the current first game scene is switched to the second game scene, and the target object associated with the first game scene is displayed in the second game scene. The player controls the target object in the second game scene to move in the target area generated according to the corresponding music melody, obtains the movement control score, and obtains the virtual props in the first game scene according to the obtained movement control score, while improving the fluency of switching between different game scenes, enriching the richness of interaction between the player and the target object in the game scene, and improving the fluency of the player's operation and the immersion of the game.
[0018] 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
[0019] 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.
[0020] Figure 1 A flowchart of an information processing method in a game provided by an embodiment of the present disclosure;
[0021] Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure;
[0022] Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0023] Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0024] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0025] Figure 6 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0026] Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0027] Figure 8 The seventh schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0028] Fig. 9 The eighth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0029] Fig.10 A ninth schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0030] Fig.11 A schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure;
[0031] Fig.12 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0032] 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.
[0033] First, the nouns involved in this disclosure are introduced:
[0034] (1) Terminal equipment
[0035] 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 characters. 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.
[0036] (2) Graphical User Interface
[0037] 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.
[0038] (3) Game scenes
[0039] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0040] (4) Target virtual character:
[0041] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual object may include a virtual character competing in a game scene. Optionally, the number of virtual objects in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0042] Secondly, the technical background of the present disclosure is introduced:
[0043] In related games, players can control the target virtual character to move in the game scene and perform virtual game tasks in the game scene. In the process of controlling the target virtual character to perform the virtual game tasks, the player may need to obtain virtual props to assist in performing the virtual game tasks while controlling the target virtual character.
[0044] In the related art, virtual props can be obtained by purchasing them by consuming the player's virtual resources or by having the target virtual character perform specific tasks to obtain virtual tasks. However, the current way to obtain virtual props is to switch between different interfaces. However, the correlation between the switching interface and the game scene is not high, and the correlation between the tasks performed by the player in the interface after the switch and the game scene before the switch is also not high, which affects the smoothness and immersion of the player's experience.
[0045] Based on this, the disclosed embodiments provide an information processing method in the game to improve the smoothness of switching between different game scenes, enrich the richness of interaction between players and target objects in the game scenes, and enhance the smoothness of player operations and game immersion.
[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. In response to triggering of a target event, switch a first game scene in the graphical user interface to a second game scene; the second game scene includes a target object in a first form in the first game scene.
[0052] S102. In response to a trigger operation on the target object, a target area is displayed in the graphical user interface, and the target object is switched to a second form; the target area is determined according to a music melody corresponding to the second game scene.
[0053] S103, in response to the movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control integral according to a positional relationship between a plurality of movement positions of the target object and the target area.
[0054] S104: In response to triggering of a target end event, switch from the second game scene to the first game scene, and configure virtual props for a corresponding target virtual character in the first game scene based on the movement control score.
[0055] The information processing method in the game provided by the embodiment of the present disclosure switches from the current first game scene to the second game scene when a target event is triggered, and displays the target object associated with the first game scene in the second game scene. The player controls the target object in the second game scene to move in the target area generated according to the corresponding music melody, obtains movement control points, and obtains virtual props in the first game scene according to the obtained movement control points. While improving the smoothness of switching between different game scenes, it enriches the richness of interaction between the player and the target object in the game scene, and improves the smoothness of the player's operation and the immersion in the game.
[0056] The following is a description of the exemplary steps of the embodiment of the present disclosure:
[0057] S101. In response to triggering of a target event, switch a first game scene in the graphical user interface to a second game scene; the second game scene includes a target object in a first form in the first game scene.
[0058] In the disclosed embodiment, the player can control the target virtual character to move in the game scene and perform virtual tasks in the game scene to obtain corresponding attribute gains or virtual props; in order to enhance the fun of the game, the main tasks that the player needs to control the target virtual character to complete can be set in the game scene. At the same time, different types of games can be set at different scene locations or scene time nodes, so that the player can obtain the corresponding game gains while also improving the player's gaming experience.
[0059] In an optional embodiment, the first game scene includes a target virtual character, and the target virtual character can participate in the scene plot in the game scene or participate in the virtual game task in the first game scene. After determining that the target event is triggered, the game scene in the graphical user interface will switch from the first game scene to the second game scene. The second game scene is different from the scene screen of the first game scene, and the target virtual character does not exist in the second game scene.
[0060] In an optional implementation, the target event includes at least one of the following:
[0061] The time for entering the first game scene is greater than a first preset time threshold, and a switching operation for the second game scene is received.
[0062] Here, the switch between the first game scene and the second game scene can be actively triggered by the player or passively triggered. How and when to trigger it is determined by the game settings of the system.
[0063] In an optional implementation, when setting the first game scene, multiple time switching nodes may be determined according to the overall game duration of the first game scene, and when it is determined that the time to enter the first game scene is greater than a first preset time threshold, the second game scene is switched to. Here, the system sets the switching method between the first game scene and the second game scene, and the target virtual character enters the second game scene for virtual interaction when the set time node is reached, and the player's control freedom is low; however, the player can enter the second game scene to participate in virtual game tasks different from the first game scene, which can also enhance the player's gaming experience.
[0064] For example, if the game duration in the first game scene is 10 minutes, a time node can be set at 5 minutes. When it is determined that the time for the player to control the target virtual character to enter the first game scene reaches 5 minutes, the screen in the control graphical user interface will be switched from the first game scene to the second game scene.
[0065] In another optional implementation, an interactive control may be set in the first game scene, and the player may issue a switching operation to the second game scene by triggering the interactive control. The switching between the first game scene and the second game scene is performed only after the player's triggering operation on the interactive control is received, which can improve the player's freedom of game participation. However, the switching between the first game scene and the second game scene may cause a sense of disconnection, and the player's gaming experience may be reduced.
[0066] Furthermore, if it is determined that the current graphical user interface switches from the first game scene to the second game scene, the target object in the first form is displayed in the second game scene.
[0067] Here, the target object may be a virtual object associated with the first game scene, so as to ensure the smoothness of the connection between the first game scene and the second game scene, and further ensure the player's gaming experience.
[0068] For example, if the main game scene in the first game scene is that the target virtual character participates in a banquet, then the target object of the first form can be a "wine glass" in the banquet. After switching from the first game scene to the second game scene, the "wine glass" is displayed in the second game scene to smoothly connect the first game scene, thereby further enhancing the player's gaming experience.
[0069] Furthermore, after determining that the game scene in the graphical user interface switches from the first game scene to the second game scene, the target area can be displayed in the second game scene through a trigger operation on the target object.
[0070] S102. In response to a trigger operation on the target object, a target area is displayed in the graphical user interface, and the target object is switched to a second form; the target area is determined according to a music melody corresponding to the second game scene.
[0071] In an optional embodiment, after the target object is displayed in the second game scene, the target area can be displayed in the graphical user interface through a trigger operation on the target object, and the player can complete the virtual game task in the second game scene by controlling the target object to move in the target area, thereby obtaining movement control points.
[0072] Among them, the trigger operation for the target object can be a sliding operation on the target object toward a preset direction. For example, it can control the upward sliding operation of the target object, that is, after determining that the upward sliding operation on the target object is received, the target area is displayed in the graphical user interface.
[0073] In an optional implementation, after entering the second game scene, a music melody corresponding to the second game scene is played, and the target area is determined based on the music melody corresponding to the second game scene.
[0074] In an optional embodiment, as described above, different time nodes for entering the second game scene may be determined based on the game duration of the first game scene, and the corresponding music melodies for entering the second game scene at different time nodes may be different. Therefore, when entering the second game scene at different time nodes, the target area displayed in the graphical user interface may also be different.
[0075] Here, the key points constituting the target area may be determined according to the pitch and rhythm of the music melody, and then the specific target area may be determined according to the screened target key points.
[0076] Specifically, the target area is determined by the following steps:
[0077] a1: Based on the music rhythm and music pitch of the music melody, determine a plurality of melody nodes corresponding to the music melody.
[0078] a2: Based on a preset screening rule, a plurality of target nodes are screened out from the plurality of melody nodes.
[0079] a3: Based on the node coordinates of each target node, a corresponding node curve is determined, and the target area is generated based on the node curve.
[0080] In an optional embodiment, when setting the music melody corresponding to the second game scene, it is possible to determine the target area corresponding to the music melody, and render the target area according to the composition of the target area with a scene element type that conforms to the second game scene, so as to obtain the target area displayed on the graphical user interface.
[0081] Specifically, a plurality of melody key nodes are determined according to the music rhythm, music pitch and music rhythm change of the music melody. For example, the melody key node may be a high pitch adjustment point in the music pitch and a node where the rhythm changes suddenly.
[0082] Furthermore, for the multiple melody nodes, multiple target nodes are screened out from the multiple melody nodes according to a preset screening rule.
[0083] Specifically, multiple melody nodes can be appropriately deleted according to the game difficulty set at different time nodes of the game to obtain multiple target nodes.
[0084] For example, if the currently set game difficulty is relatively low, the melody nodes that are relatively concentrated in a plurality of melody nodes may be deleted, or the melody nodes whose positions vary greatly may be deleted.
[0085] Furthermore, after determining multiple target nodes, multiple target nodes are connected according to the node coordinates of each target node to obtain a node curve. After copying the obtained node curve, two identical node curves are obtained. The two node curves are set correspondingly according to a preset width, and the area between the two node curves is determined as the target area.
[0086] Further, after determining that the target area is displayed in the graphical user interface, the target object will switch to the second form and move in the target area in the second form following the movement control instruction.
[0087] In an optional embodiment, in order to enable the player to be ready to start controlling the target object at any time, after the target object in the first form is presented, a countdown prompt information can be displayed in the graphical user interface. After the countdown prompt information ends, the target object will switch to the second form. At the same time, a target area will appear in the graphical user interface, and the player can control the target object to move in the target area through movement control instructions.
[0088] In an optional embodiment, in order to unify the display of the target area with the second game scene, the target area can be presented in the form of a river. At the same time, for the above example, if the target object of the first target form is a "wine glass", at this time, the target object switched to the second form can be a "fish". The target object moves in the target area following the movement instruction, and is presented as "fish moving in the river" in the graphical user interface.
[0089] Furthermore, the player can control the target object to move in the target area through movement control instructions, thereby obtaining movement control points.
[0090] S103, in response to the movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control integral according to a positional relationship between a plurality of movement positions of the target object and the target area.
[0091] In an optional embodiment, how the target object moves in the target area is controlled by the player's movement control instructions. When the player's movement control instructions are trigger operations for a graphical user interface, multiple moving positions of the target object can be determined based on the operation position of the trigger operation, thereby controlling the target object to move in the target area.
[0092] Specifically, the moving position of the target object is determined by the following steps:
[0093] b1: Determine the moving position of the target object according to the position of the trigger operation on the graphical user interface and the mapping relationship between the position of the target object and the trigger operation position.
[0094] In the disclosed embodiment, the player's operation position for the trigger operation of the graphical user interface can be located at the location of the target object, or at any location of the graphical user interface. Since the operation position of the trigger operation is located at the location of the target object, the player needs to adjust the operation position multiple times following the movement of the target object. At the same time, if the player's operation position is located at the location of the target object in the second game scene, it may also cause a certain degree of obstruction to the second game scene, which may affect the player's operating experience and convenience. Therefore, the operation mode in which the player's operation position for the trigger operation of the graphical user interface is located at any location of the graphical user interface is preferably selected to control the target object, which can enhance the player's operating experience and convenience.
[0095] In an optional implementation, based on the player's trigger operation, the operation coordinates of the operation position of the player's trigger operation are determined, and then the moving vertical coordinates of the target object are determined based on the vertical coordinates in the operation coordinates, and then the target object is controlled to move to obtain the moving position of the target object.
[0096] For example, taking the center point of the graphical user interface as the origin, the operation position of the player's trigger operation is determined to be located at the position of the vertical coordinate 3 of the graphical user interface. Then, the vertical coordinate of the next moving position of the target object is also 3, and then multiple moving positions of the target object are obtained, thereby controlling the target object to move in the target area.
[0097] In an optional embodiment, after the target area is determined and presented in the graphical user interface, the target object will move in the target area following the movement control instructions. In order to prevent the target object from moving but the target area does not move, resulting in a poor player viewing experience, while the player controls the target object to move in the target area, it is also necessary to control the target area to automatically move in the graphical user interface to enhance the player's experience and screen immersion.
[0098] Specifically, the information processing method further includes:
[0099] c1: Determine the area moving speed of the target area based on the playing speed of the music melody.
[0100] c2: Control the target area to move in the graphical user interface in a preset moving direction at an area moving speed.
[0101] In the disclosed embodiment, in order to ensure that the target object moves to the end position of the target area after the music melody corresponding to the second game scene is finished playing, it is necessary to determine the moving speed of the target area according to the playing speed of the music melody, and make sure that the two speeds are consistent to ensure that the target object moves to the end position of the target area after the music melody is finished playing. This helps to enhance the player's immersion and player experience.
[0102] In an optional implementation, after the area moving speed of the target area is determined, it is necessary to control the target area to move in the graphical user interface according to a preset moving direction.
[0103] Among them, the preset moving direction is related to the presentation method of the second game scene in the graphical user interface. Specifically, if the second game scene is distributed up and down in the graphical user interface, the preset moving direction of the target area is from top to bottom; if the second game scene is distributed left and right in the graphical user interface, the preset moving direction of the target area is from right to left.
[0104] In an optional implementation, the player needs to control the target object to always move within the target area through mobile control instructions. In order to further enhance the player's gaming experience, different interactive effects can be generated according to the player's control of the target object and displayed in a graphical user interface, thereby further improving human-computer interaction efficiency and player experience.
[0105] Specifically, after the step of “controlling the target object in the second form to move in the target area in response to the movement control instruction”, the information processing method further includes:
[0106] d1: In response to the time that the moving position of the target object is located in the target area is greater than a second preset time threshold, displaying a special effect animation in the graphical user interface.
[0107] In an optional embodiment, if the moving position of the target object is always within the target area and the time it stays in the target area is greater than a second preset time threshold, then it is determined that the player's control over the target object is relatively successful. While accumulating the movement control score, a special effects animation will also be displayed in the graphical user interface to prompt the player that the current control operation result for the target object is correct, thereby further enhancing the player's gaming experience.
[0108] Among them, the special effects animation can be a special effect that matches the scene elements in the second game scene. For example, in the second game scene, the target area is a "river" and the target object is a "fish". The scene elements in the second game scene are of the ancient style type. At this time, the special effects animation can be displayed as the "petals" of the ancient style elements.
[0109] In an optional embodiment, the second preset time threshold can be determined according to the scene length of the second game scene. For example, if the scene length of the second game scene is 10 minutes, the special effects animation can be displayed when it is determined that the player controls the target object in the target area for more than 2 minutes.
[0110] Furthermore, the display time of the special effects animation can be determined based on the result of the player's control over the target object, that is, as long as the target object controlled by the player is always within the target area after the special effects animation is displayed in the graphical user interface, the special effects animation will continue to be displayed until the target object moves out of the target area, and the display of the special effects animation will be canceled. It is also possible to set a display time threshold for the special effects animation, and after determining that the display time of the special effects animation reaches a preset time threshold, cancel the display of the special effects animation, and if the time when the target object's moving position is within the target area is again greater than a second preset time threshold, display the special effects animation in the graphical user interface again.
[0111] Furthermore, if the player controls the movement position of the target object through the movement command to move out of the target area, a prompt will also be given in the graphical user interface to enable the player to adjust the movement control of the target object in time.
[0112] Specifically, the information processing method further includes:
[0113] e1: In response to the moving position of the target object not being within the target area, canceling the special effect animation display, and controlling the target object to switch from the second form back to the first form.
[0114] In an optional embodiment, the moving position may coincide with the edge of the target area, or when it is determined that the target object is at the current moving position, there is an overlapping portion between the object area of the target object and the boundary line of the target area. At this time, it is determined that the target object moves to the boundary line of the target area. At this time, the display of the special effects animation will be canceled, and after the target object collides with the edge of the target area, the target object will be switched from the second form back to the first form.
[0115] Here, after the target object is switched from the second form back to the first form, the second game scene is not presented. The player can control the target object to continue moving within the target area through movement control instructions. If it is determined that the target object returns to the target area to move again, the target object is controlled to switch from the first form back to the second form again.
[0116] For the above example, the player controls the target object to move in the target area (displayed as the target river in the graphical user interface) in the form of a "fish". If the "fish" collides with the bank of the target river, the target object will be switched from "fish" to "wine glass" and the corresponding collision effects will be displayed. When it is determined that the player controls the target object to move in the target area again through movement control instructions, the target object will be switched back to the form of a "fish".
[0117] In an optional implementation, in order to further enhance the player's sense of immersion in the game, the music melody of the second game scene can be played through the terminal device when the player controls the target object to move in the target area.
[0118] Specifically, the information processing method further includes:
[0119] f1: Play the music melody through the terminal device.
[0120] In an optional implementation, when the music melody is played through the terminal device, it can be played at the playing speed of the music melody. Specifically, the playing speed can be determined according to the duration of the music melody and the game duration of the second game scene.
[0121] Specifically, if the music melody is 3 minutes, the game duration of the second game scene is also 3 minutes, then the music melody can be played at normal speed. If the music melody is 3 minutes, the game duration of the second game scene is 4 minutes, then the music melody can be played at 0.75 times speed.
[0122] In another optional embodiment, in order to enhance the player's sense of immersion, when the player's control over the target object is not within the target area, prompts are given not only through scenes in the graphical user interface, but also through music melodies played by the terminal device, so that the player can promptly and accurately determine that there is an error in the current control over the target object.
[0123] Specifically, the information processing method further includes:
[0124] g1: In response to the moving position of the target object not being located in the target area and the moving position of the target object being located above the upper area boundary of the target area, playing the music melody with a raised pitch through the terminal device.
[0125] g2: In response to the moving position of the target object not being located in the target area and the moving position of the target object being located below the lower area boundary of the target area, playing the music melody with a lowered pitch through the terminal device.
[0126] In an optional embodiment, if it is determined that the moving position of the target object is not located in the target area and the moving position of the target object is above the upper area boundary of the target area, that is, the moving position of the target object is higher than the position of the target area, the music melody with a raised pitch can be played through the terminal device.
[0127] In another optional embodiment, if it is determined that the moving position of the target object is not located in the target area and the moving position of the target object is below the upper area boundary of the target area, that is, the moving position of the target object is lower than the position of the target area, the music melody with a lowered pitch can be played through the terminal device.
[0128] Specifically, whether the music melody with a raised or lowered pitch is played through the terminal device, the specific degree of increase or decrease of the music melody can be determined according to the distance between the target object and the area boundary of the target area. The greater the distance between the target object and the area boundary of the target area, the more the music melody is increased or decreased.
[0129] Exemplarily, different distance intervals can be pre-divided, and each distance interval corresponds to a different degree of change in the pitch of the music melody. For example, when the distance between the target object and the area boundary of the target area is (0,5) meters (game distance), the corresponding pitch is raised or lowered by three degrees; when the distance between the target object and the area boundary of the target area is (5,10) meters (game distance), the corresponding pitch is raised or lowered by an octave; if it is determined that the current moving position of the target object is above the upper area boundary of the target area, and the distance between the moving position of the target object and the upper area boundary of the target area is 2 meters (game distance), then the pitch of the music melody played through the terminal device will be raised by three degrees.
[0130] In an optional embodiment, a melody prompt object is also displayed in the graphical user interface. After the pitch of the music melody rises or falls due to the player's movement operation, the melody prompt object will perform a target virtual action to remind the player again that there is an error in the current control of the target object.
[0131] Exemplarily, the melody prompt object may be a dynamic little man. When the pitch of the music melody rises or falls due to the player's movement operation, the dynamic little man will cover his ears to prompt the player that there is an error in the current control of the target object.
[0132] Furthermore, when the player controls the target object to move in the target area, the movement control score may be determined through multiple movement positions of the target object, and virtual props may be provided for the player to control the target virtual object according to the player's movement control score.
[0133] Specifically, the step of “determining the movement control integral according to the positional relationship between the multiple movement positions of the target object and the target area” includes:
[0134] h1: Determine at least one decision node based on the beat of the music melody.
[0135] h2: For each decision node, based on the positional relationship between the moving position of the target object in the decision node and the target area, determine the node control score corresponding to the decision node.
[0136] h3: Determine the movement control score based on the node control score corresponding to each decision node.
[0137] In the disclosed embodiment, the beat of the music melody corresponding to the second game scene can be used to determine multiple judgment nodes in the process of playing the music melody. For example, judgment can be made at each beat of the music melody, and the number of judgments made is the number of times there are multiple beats in a music melody.
[0138] Furthermore, for each determination node, the node control score corresponding to the determination node is determined according to the positional relationship between the moving position of the target object in the determination node and the target area. Specifically, if at the determination node, the moving position of the target object is within the target area, the preset control score is increased, that is, the node control score is a positive number; if at the determination node, the moving position of the target object is not within the target area, the preset control score is reduced, that is, the node control score is a negative number.
[0139] Furthermore, the movement control score of the player for controlling the target object is determined according to the node control scores corresponding to all the judgment nodes in the entire music melody.
[0140] Exemplarily, the preset score can be 10 points. If the number of judgment nodes in the entire music melody is 5 (just an example, in actual application, the number of judgment nodes far exceeds the number of judgment nodes in the example), the player's initial score is 0 points. At the first judgment node, the moving position of the target object is within the target area. At this time, the node control score at the first judgment node is +10. At the second judgment node, the moving position of the target object is within the target area. At this time, the node control score at the second judgment node is +10; at the third judgment node, the moving position of the target object is within the target area. At this time, the node control score at the second judgment node is +10; at the fourth judgment node, the moving position of the target object is within the target area. At this time, the node control score at the fourth judgment node is +10; at the fifth judgment node, the moving position of the target object is not within the target area. At this time, the node control score at the fifth judgment node is -10. Then, at the end of the music melody playing, the movement control score is 30 points.
[0141] In an optional embodiment, a score display area appears at a preset position of the graphical user interface, which can display the player's current movement control score in real time. For the above example, when the player starts to control the target object to move in the target area, the score displayed in the score display area is 0. After the judgment of the first judgment node, the score displayed in the score display area is 10; after the judgment of the second judgment node, the score displayed in the score display area is 20; after the judgment of the third judgment node, the score displayed in the score display area is 30; after the judgment of the fourth judgment node, the score displayed in the score display area is 40; after the judgment of the fifth judgment node, the score displayed in the score display area is 30.
[0142] Furthermore, after the target end event is triggered, the second game scene will be exited, and the display content in the graphical user interface will be switched from the second game scene back to the first game scene. Based on the mobile control points obtained by the player in the second game scene, virtual props will be configured for the target virtual character controlled by the player in the first game scene to assist the target virtual character in continuing to perform virtual game tasks in the first game scene.
[0143] S104: In response to triggering of a target end event, switch from the second game scene to the first game scene, and configure virtual props for a corresponding target virtual character in the first game scene based on the movement control score.
[0144] The target end event includes at least one of the following:
[0145] The time during which the music melody ends playing and the moving position of the target object is not located in the target area is greater than a third preset time threshold.
[0146] In an optional embodiment, if the music melody ends, the target end event is determined to be triggered, and the second game scene can be switched to the first game scene; or if it is determined that the moving position of the target object is not within the target area for a time greater than a third preset time threshold, it is considered that the player may not want to continue controlling the target virtual object (if the player still has control intention, when it is found that the target object is not within the target area, adjustments will be made, and the moving position of the target object will not be outside the target area for a long time), and the target end event is also determined to be triggered.
[0147] Among them, the third preset time threshold can be set according to game requirements and is not limited here.
[0148] In an optional embodiment, after determining that the target end event is triggered, a settlement interface can be displayed in a graphical user interface, in which the movement control points obtained by the player after controlling the target object are displayed, and different contents are displayed in the settlement interface according to different movement control points.
[0149] For example, if the player's movement control score is high, positive praise content is displayed in the settlement interface, such as the text prompt "lingering sound lingering in the beams" and the movement control score is displayed at the same time; if the player's movement control score is low, negative text content is displayed in the settlement interface, such as the text prompt "magic sound piercing the ears" and the movement control score is displayed at the same time.
[0150] Furthermore, after the display time of the settlement interface is greater than the fourth preset time threshold, the display content of the graphical user interface is switched from the second game scene to the first game scene. At the same time, according to the player's movement control points, the target virtual character controlled by the player is configured with corresponding virtual props.
[0151] In an optional implementation, multiple score intervals can be pre-divided, and based on the virtual props corresponding to each score interval and the player's movement control score in the second game scene, the area where the current movement control score is located can be determined, and the corresponding virtual props can be equipped for the target virtual character controlled by the player.
[0152] Specifically, the step of “configuring a virtual prop for the corresponding target virtual character in the first game scene based on the movement control score” includes:
[0153] i1: determining a target score interval in which the movement control score is located according to a plurality of pre-divided score intervals, and determining a virtual prop corresponding to the target score interval as a virtual prop to be allocated to the target virtual character.
[0154] In the disclosed embodiment, the higher the movement control points accumulated by the player in the second game scene, the higher the level and value of the virtual props that can be obtained.
[0155] For example, the maximum score can be set to 100 points, and a score interval can be divided into (0, 20], (20, 40], (40, 60], (60, 80], (80, 100], where the (0, 20] score interval corresponds to virtual prop A, the (20, 40] score interval corresponds to virtual prop B, the (40, 60] score interval corresponds to virtual prop C, the (60, 80] score interval corresponds to virtual prop D, and the (80, 100] score interval corresponds to virtual prop E; if it is determined that the player's current mobile control score in the second game scene is 70 points, which is located in the (60, 80] score interval, then the virtual prop D can be configured for the player.
[0156] In an optional embodiment, there are multiple time nodes in the first game scene that can enter the second virtual scene to perform movement control for the target object, and then configure different virtual props for the target virtual character controlled by the player, so as to increase the player's probability of obtaining virtual props to win the game and further improve human-computer efficiency and player gaming experience.
[0157] The following is an explanation of the information processing process in the game in the embodiment of the present disclosure through specific examples:
[0158] For example, see 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, a first game scene is currently displayed in the graphical user interface 200 , and a target virtual character 210 controlled by a player interacts with other virtual characters in the first game scene to perform a virtual game task.
[0159] For further information, 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, when it is determined that the target event is triggered, a second game scene is displayed in the graphical user interface 200, a target object 220 in the first form is displayed in the second game scene, and a trigger operation on the target object 220 is used to trigger the game interaction.
[0160] 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 4As shown, upon receiving a trigger operation for the target object 220 , the target area 230 is displayed in the graphical user interface 200 , and at the same time, a countdown prompt information prompt 240 and a touch position prompt mark 250 of the player's operation are displayed.
[0161] 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, after the countdown prompt information ends, the control target object 220 switches from the first form to the second form; the player can control the target object 220 to move in the target area 230 through touch operations on the target object 220. At the same time, the score display area 260 is displayed in the graphical user interface 200 to show the player's mobile control points in real time.
[0162] 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, if the time when the moving position of the target object 220 is located in the target area 230 is greater than the second preset time threshold, the special effect animation 270 is displayed in the graphical user interface 200, and the movement control points obtained by the player are displayed in real time in the score display area 260 to prompt the player that the current control of the target object is accurate.
[0163] 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 moving position of the target object 220 is not within the target area 230 and collides with the edge of the target area 230, the special effect animation display is canceled, and the target object 220 is controlled to switch from the second form back to the first form; at the same time, a dynamic figure 280 "covering his ears" is displayed in the graphical user interface 200, and the mobile control points obtained by the player are displayed in real time in the score display area 260 to remind the player that there is an error in the current control of the target object.
[0164] 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, in response to the triggering of the target end event, a settlement interface is displayed in the graphical user interface. If the player obtains a high movement control score after controlling the target object, positive praise content is displayed in the settlement interface.
[0165] 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, in response to the triggering of the target end event, a settlement interface is displayed in the graphical user interface. If the player obtains a low movement control score after controlling the target object, negative text content is displayed in the settlement interface.
[0166] For further information, see Fig.10 , Fig.10 A ninth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure, as shown in FIG. Fig.10 As shown, in response to the triggering of the target end event and after the settlement interface display is completed, the graphical user interface 200 is switched from the second game scene to the first game scene, and virtual props 290 are configured for the target virtual character 210 based on the mobile control score. At the same time, the player's performance in the second game scene is evaluated through dialogue with other virtual characters.
[0167] The information processing method in the game provided by the embodiment of the present disclosure is, in response to the triggering of the target event, switching the first game scene in the graphical user interface to the second game scene; in response to the triggering operation for the target object, displaying the target area in the graphical user interface, and switching the target object to the second form; in response to the movement control instruction, controlling the target object in the second form to move in the target area, and determining the movement control score according to the positional relationship between the multiple movement positions of the target object and the target area; in response to the triggering of the target end event, switching from the second game scene to the first game scene, and configuring virtual props for the corresponding target virtual character in the first game scene based on the movement control score. In this way, when the target event is triggered, the current first game scene is switched to the second game scene, and the target object associated with the first game scene is displayed in the second game scene, and the player controls the target object in the second game scene to move in the target area generated according to the corresponding music melody, obtains the movement control score, and obtains the virtual props in the first game scene according to the obtained movement control score, while improving the fluency of switching between different game scenes, enriching the richness of interaction between the player and the target object in the game scene, and improving the fluency of the player's operation and the immersion of the game.
[0168] 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.
[0169] See also Fig.11 , Fig.11This is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure. Fig.11 As shown in , the information processing device 1100 includes:
[0170] A scene switching module 1110 is used to switch the first game scene in the graphical user interface to a second game scene in response to the triggering of a target event; the second game scene includes the target object in the first form in the first game scene;
[0171] The area display module 1120 is used to respond to the trigger operation for the target object, display the target area in the graphical user interface, and switch the target object to the second form; the target area is determined according to the music melody corresponding to the second game scene;
[0172] The score determination module 1130 is used to control the target object in the second form to move in the target area in response to the movement control instruction, and determine the movement control score according to the position relationship between the multiple movement positions of the target object and the target area;
[0173] The prop configuration module 1140 is used to switch from the second game scene to the first game scene in response to the triggering of the target end event, and configure virtual props for the corresponding target virtual character in the first game scene based on the movement control score.
[0174] In an optional implementation, the target event includes at least one of the following:
[0175] The time for entering the first game scene is greater than a first preset time threshold, and a switching operation for the second game scene is received.
[0176] In an optional implementation, the information processing device 1100 further includes an animation display module (not shown in the figure), and the animation display module is used to:
[0177] In response to the time that the moving position of the target object is located in the target area is greater than a second preset time threshold, a special effect animation is displayed on the graphical user interface.
[0178] In an optional implementation, the information processing device 1100 further includes a form switching module (not shown in the figure), and the form switching module is used to:
[0179] In response to the moving position of the target object not being within the target area, the special effect animation display is canceled, and the target object is controlled to switch from the second form back to the first form.
[0180] In an optional implementation, the information processing device 1100 further includes a regional movement control module (not shown in the figure), and the regional movement control module is used to:
[0181] Determining a regional moving speed of the target area based on the playing speed of the music melody;
[0182] The target area is controlled to move in the graphical user interface in a preset moving direction at an area moving speed.
[0183] In an optional implementation, the movement control instruction is a trigger operation on the graphical user interface; the information processing device 1100 further includes a position determination module (not shown in the figure), and the position determination module is used to determine the movement position of the target object through the following steps:
[0184] The moving position of the target object is determined according to the position of the trigger operation on the graphical user interface and the mapping relationship between the position of the target object and the trigger operation position.
[0185] In an optional implementation, the information processing device 1100 further includes a melody playing module (not shown in the figure), and the melody playing module is used to:
[0186] The music melody is played through the terminal device.
[0187] In an optional implementation, the information processing device 1100 further includes a melody adjustment module (not shown in the figure), and the melody adjustment module is used to:
[0188] In response to the moving position of the target object not being located in the target area and the moving position of the target object being located above the upper area boundary of the target area, playing the music melody with a raised pitch through the terminal device;
[0189] In response to the moving position of the target object not being located in the target area and the moving position of the target object being located below a lower area boundary of the target area, the music melody with a lowered pitch is played through the terminal device.
[0190] In an optional implementation, when the integral determination module 1130 is used to determine the movement control integral according to the positional relationship between the multiple movement positions of the target object and the target area, the integral determination module 1130 is used to:
[0191] Based on the beat of the music melody, determining at least one decision node;
[0192] For each determination node, based on the positional relationship between the moving position of the target object in the determination node and the target area, determine a node control score corresponding to the determination node;
[0193] The movement control score is determined based on the node control score corresponding to each decision node.
[0194] In an optional implementation, the target end event includes at least one of the following:
[0195] The time during which the music melody ends playing and the moving position of the target object is not located in the target area is greater than a third preset time threshold.
[0196] In an optional implementation, when the prop configuration module 1140 is used to configure a virtual prop for the corresponding target virtual character in the first game scene based on the movement control score, the prop configuration module 1140 is used to:
[0197] According to a plurality of pre-divided score intervals, a target score interval in which the movement control score is located is determined, and a virtual prop corresponding to the target score interval is determined as the virtual prop configured for the target virtual character.
[0198] In an optional implementation, the information processing device 1100 further includes a region determination module (not shown in the figure), and the region determination module is used to:
[0199] Determining a plurality of melody nodes corresponding to the music melody based on the music rhythm and the music pitch of the music melody;
[0200] Based on a preset screening rule, screening out a plurality of target nodes from the plurality of melody nodes;
[0201] Based on the node coordinates of each target node, a corresponding node curve is determined, and the target area is generated based on the node curve.
[0202] The information processing device in the game provided by the embodiment of the present disclosure switches the first game scene in the graphical user interface to the second game scene in response to the triggering of the target event; displays the target area in the graphical user interface in response to the triggering operation for the target object, and switches the target object to the second form; controls the target object in the second form to move in the target area in response to the movement control instruction, and determines the movement control score according to the positional relationship between the multiple movement positions of the target object and the target area; switches from the second game scene to the first game scene in response to the triggering of the target end event, and configures virtual props for the corresponding target virtual character in the first game scene based on the movement control score. In this way, when the target event is triggered, the current first game scene is switched to the second game scene, and the target object associated with the first game scene is displayed in the second game scene. The player controls the target object in the second game scene to move in the target area generated according to the corresponding music melody, obtains the movement control score, and obtains the virtual props in the first game scene according to the obtained movement control score, while improving the fluency of switching between different game scenes, enriching the richness of interaction between the player and the target object in the game scene, and improving the fluency of the player's operation and the immersion of the game.
[0203] See also Fig.12 , Fig.12 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.12 As shown in , the electronic device 1200 includes a processor 1210 , a memory 1220 and a bus 1230 .
[0204] The memory 1220 stores machine-readable instructions executable by the processor 1210. When the electronic device 1200 is running, the processor 1210 communicates with the memory 1220 via the bus 1230, so that the processor 1210 executes the following instructions when running:
[0205] In response to triggering of a target event, switching a first game scene in the graphical user interface to a second game scene; the second game scene includes a target object in a first form in the first game scene;
[0206] In response to a trigger operation on the target object, a target area is displayed in the graphical user interface, and the target object is switched to a second form; the target area is determined according to a music melody corresponding to the second game scene;
[0207] In response to the movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control integral according to a positional relationship between a plurality of movement positions of the target object and the target area;
[0208] In response to triggering of a target end event, the second game scene is switched to the first game scene, and virtual props are configured for the corresponding target virtual character in the first game scene based on the movement control score.
[0209] In an optional implementation manner, the target event includes at least one of the following:
[0210] The time for entering the first game scene is greater than a first preset time threshold, and a switching operation for the second game scene is received.
[0211] In an optional implementation manner, the instructions executed by the processor 1210 further include:
[0212] In response to the time that the moving position of the target object is located in the target area is greater than a second preset time threshold, a special effect animation is displayed on the graphical user interface.
[0213] In an optional implementation manner, the instructions executed by the processor 1210 further include:
[0214] In response to the moving position of the target object not being within the target area, the special effect animation display is canceled, and the target object is controlled to switch from the second form back to the first form.
[0215] In an optional implementation manner, the instructions executed by the processor 1210 further include:
[0216] Determining a regional moving speed of the target area based on the playing speed of the music melody;
[0217] The target area is controlled to move in the graphical user interface in a preset moving direction at an area moving speed.
[0218] In an optional implementation manner, in the instruction executed by the processor 1210, the movement control instruction is a trigger operation on the graphical user interface; the movement position of the target object is determined by the following steps:
[0219] The moving position of the target object is determined according to the position of the trigger operation on the graphical user interface and the mapping relationship between the position of the target object and the trigger operation position.
[0220] In an optional implementation manner, the instructions executed by the processor 1210 further include:
[0221] The music melody is played through the terminal device.
[0222] In an optional implementation manner, the instructions executed by the processor 1210 further include:
[0223] In response to the moving position of the target object not being located in the target area and the moving position of the target object being located above the upper area boundary of the target area, playing the music melody with a raised pitch through the terminal device;
[0224] In response to the moving position of the target object not being located in the target area and the moving position of the target object being located below a lower area boundary of the target area, the music melody with a lowered pitch is played through the terminal device.
[0225] In an optional implementation manner, in the instructions executed by the processor 1210, determining the movement control integral according to the positional relationship between the multiple movement positions of the target object and the target area includes:
[0226] Based on the beat of the music melody, determining at least one decision node;
[0227] For each determination node, based on the positional relationship between the moving position of the target object in the determination node and the target area, determine a node control score corresponding to the determination node;
[0228] The movement control score is determined based on the node control score corresponding to each decision node.
[0229] In an optional implementation manner, the target end event includes at least one of the following:
[0230] The time during which the music melody ends playing and the moving position of the target object is not located in the target area is greater than a third preset time threshold.
[0231] In an optional implementation, in the instructions executed by the processor 1210, configuring a virtual prop for the corresponding target virtual character in the first game scene based on the movement control score includes:
[0232] According to a plurality of pre-divided score intervals, a target score interval in which the movement control score is located is determined, and a virtual prop corresponding to the target score interval is determined as the virtual prop configured for the target virtual character.
[0233] In an optional implementation manner, in the instructions executed by the processor 1210, the target area is determined by the following steps:
[0234] Determining a plurality of melody nodes corresponding to the music melody based on the music rhythm and the music pitch of the music melody;
[0235] Based on a preset screening rule, screening out a plurality of target nodes from the plurality of melody nodes;
[0236] Based on the node coordinates of each target node, a corresponding node curve is determined, and the target area is generated based on the node curve.
[0237] Through the above method, when the target event is triggered, the current first game scene is switched to the second game scene, and the target object associated with the first game scene is displayed in the second game scene. The player controls the target object in the second game scene to move in the target area generated according to the corresponding music melody, obtains movement control points, and obtains virtual props in the first game scene according to the obtained movement control points. While improving the smoothness of switching between different game scenes, it enriches the richness of interaction between the player and the target object in the game scene, and improves the smoothness of the player's operation and the game immersion. Furthermore, while the player controls the target object to move in the target area, it is also necessary to control the target area to automatically move in the graphical user interface to enhance the player's experience and screen immersion. At the same time, in order to further enhance the player's game Experience, different interactive effects can be produced according to the player's control of the target object, and displayed in the graphical user interface, further improving the human-computer interaction efficiency and the player's experience; at the same time, in order to enhance the player's immersion, when the player's control of the target object is not within the target area, prompts are given not only through the scene in the graphical user interface, but also through the music melody played by the terminal device, so that the player can promptly and accurately determine that there is an error in the current control of the target object; at the same time, there are multiple time nodes in the first game scene that can enter the second virtual scene to execute mobile control for the target object, and then configure different virtual props for the target virtual character controlled by the player, so as to increase the player's probability of obtaining virtual props to win the game, further improving human-computer efficiency and the player's gaming experience.
[0238] 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:
[0239] In response to triggering of a target event, switching a first game scene in the graphical user interface to a second game scene; the second game scene includes a target object in a first form in the first game scene;
[0240] In response to a trigger operation on the target object, a target area is displayed in the graphical user interface, and the target object is switched to a second form; the target area is determined according to a music melody corresponding to the second game scene;
[0241] In response to the movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control integral according to a positional relationship between a plurality of movement positions of the target object and the target area;
[0242] In response to triggering of a target end event, the second game scene is switched to the first game scene, and virtual props are configured for the corresponding target virtual character in the first game scene based on the movement control score.
[0243] In an optional implementation manner, the target event includes at least one of the following:
[0244] The time for entering the first game scene is greater than a first preset time threshold, and a switching operation for the second game scene is received.
[0245] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0246] In response to the time that the moving position of the target object is located in the target area is greater than a second preset time threshold, a special effect animation is displayed on the graphical user interface.
[0247] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0248] In response to the moving position of the target object not being within the target area, the special effect animation display is canceled, and the target object is controlled to switch from the second form back to the first form.
[0249] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0250] Determining a regional moving speed of the target area based on the playing speed of the music melody;
[0251] The target area is controlled to move in the graphical user interface in a preset moving direction at an area moving speed.
[0252] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the movement control instruction is a trigger operation on the graphical user interface; the movement position of the target object is determined by the following steps:
[0253] The moving position of the target object is determined according to the position of the trigger operation on the graphical user interface and the mapping relationship between the position of the target object and the trigger operation position.
[0254] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0255] The music melody is played through the terminal device.
[0256] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0257] In response to the moving position of the target object not being located in the target area and the moving position of the target object being located above the upper area boundary of the target area, playing the music melody with a raised pitch through the terminal device;
[0258] In response to the moving position of the target object not being located in the target area and the moving position of the target object being located below a lower area boundary of the target area, the music melody with a lowered pitch is played through the terminal device.
[0259] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, determining the movement control integral according to the positional relationship between the multiple movement positions of the target object and the target area includes:
[0260] Based on the beat of the music melody, determining at least one decision node;
[0261] For each determination node, based on the positional relationship between the moving position of the target object in the determination node and the target area, determine a node control score corresponding to the determination node;
[0262] The movement control score is determined based on the node control score corresponding to each decision node.
[0263] In an optional implementation manner, the target end event includes at least one of the following:
[0264] The time during which the music melody ends playing and the moving position of the target object is not located in the target area is greater than a third preset time threshold.
[0265] In an optional implementation, in the instructions executed by the computer-readable storage medium, configuring a virtual prop for the corresponding target virtual character in the first game scene based on the movement control score includes:
[0266] According to a plurality of pre-divided score intervals, a target score interval in which the movement control score is located is determined, and a virtual prop corresponding to the target score interval is determined as the virtual prop configured for the target virtual character.
[0267] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the target area is determined by the following steps:
[0268] Determining a plurality of melody nodes corresponding to the music melody based on the music rhythm and the music pitch of the music melody;
[0269] Based on a preset screening rule, screening out a plurality of target nodes from the plurality of melody nodes;
[0270] Based on the node coordinates of each target node, a corresponding node curve is determined, and the target area is generated based on the node curve.
[0271] Through the above method, when the target event is triggered, the current first game scene is switched to the second game scene, and the target object associated with the first game scene is displayed in the second game scene. The player controls the target object in the second game scene to move in the target area generated according to the corresponding music melody, obtains movement control points, and obtains virtual props in the first game scene according to the obtained movement control points. While improving the smoothness of switching between different game scenes, it enriches the richness of interaction between the player and the target object in the game scene, and improves the smoothness of the player's operation and the game immersion. Furthermore, while the player controls the target object to move in the target area, it is also necessary to control the target area to automatically move in the graphical user interface to enhance the player's experience and screen immersion. At the same time, in order to further enhance the player's game Experience, different interactive effects can be produced according to the player's control of the target object, and displayed in the graphical user interface, further improving the human-computer interaction efficiency and the player's experience; at the same time, in order to enhance the player's immersion, when the player's control of the target object is not within the target area, prompts are given not only through the scene in the graphical user interface, but also through the music melody played by the terminal device, so that the player can promptly and accurately determine that there is an error in the current control of the target object; at the same time, there are multiple time nodes in the first game scene that can enter the second virtual scene to execute mobile control for the target object, and then configure different virtual props for the target virtual character controlled by the player, so as to increase the player's probability of obtaining virtual props to win the game, further improving human-computer efficiency and the player's gaming experience.
[0272] 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.
[0273] 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.
[0274] 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.
[0275] 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.
[0276] 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.
[0277] 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 graphical user interface including a first game scene; the information processing method includes: In response to triggering of a target event, switching a first game scene in the graphical user interface to a second game scene; the second game scene includes a target object in a first form in the first game scene; In response to a trigger operation on the target object, a target area is displayed in the graphical user interface, and the target object is switched to a second form; the target area is determined according to a music melody corresponding to the second game scene; In response to the movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control integral according to a positional relationship between a plurality of movement positions of the target object and the target area; In response to triggering of a target end event, the second game scene is switched to the first game scene, and virtual props are configured for the corresponding target virtual character in the first game scene based on the movement control score.
2. The information processing method according to claim 1, characterized in that: The target event includes at least one of the following: The time for entering the first game scene is greater than a first preset time threshold, and a switching operation for the second game scene is received.
3. The information processing method according to claim 1, characterized in that: After controlling the target object in the second form to move in the target area in response to the movement control instruction, the information processing method further includes: In response to the time that the moving position of the target object is located in the target area is greater than a second preset time threshold, a special effect animation is displayed on the graphical user interface.
4. The information processing method according to claim 3, characterized in that: The information processing method further includes: In response to the moving position of the target object not being within the target area, the special effect animation display is canceled, and the target object is controlled to switch from the second form back to the first form.
5. The information processing method according to claim 1, characterized in that: The information processing method further includes: Determining a regional moving speed of the target area based on the playing speed of the music melody; The target area is controlled to move in the graphical user interface in a preset moving direction at an area moving speed.
6. The information processing method according to claim 1, characterized in that: The movement control instruction is a trigger operation on the graphical user interface; The moving position of the target object is determined by the following steps: The moving position of the target object is determined according to the position of the trigger operation on the graphical user interface and the mapping relationship between the position of the target object and the trigger operation position.
7. The information processing method according to claim 1, characterized in that: The information processing method further includes: The music melody is played through the terminal device.
8. The information processing method according to claim 1, characterized in that: The information processing method further includes: In response to the moving position of the target object not being located in the target area and the moving position of the target object being located above the upper area boundary of the target area, playing the music melody with a raised pitch through the terminal device; In response to the moving position of the target object not being located in the target area and the moving position of the target object being located below a lower area boundary of the target area, the music melody with a lowered pitch is played through the terminal device.
9. The information processing method according to claim 1, characterized in that: The determining of the movement control integral according to the positional relationship between the multiple movement positions of the target object and the target area includes: Based on the beat of the music melody, determining at least one decision node; For each determination node, based on the positional relationship between the moving position of the target object in the determination node and the target area, determine a node control score corresponding to the determination node; The movement control score is determined based on the node control score corresponding to each decision node.
10. The information processing method according to claim 1, characterized in that: The target end event includes at least one of the following: The time during which the music melody ends playing and the moving position of the target object is not located in the target area is greater than a third preset time threshold.
11. The information processing method according to claim 1, characterized in that: The configuring a virtual prop for a corresponding target virtual character in the first game scene based on the movement control score includes: According to a plurality of pre-divided score intervals, a target score interval in which the movement control score is located is determined, and a virtual prop corresponding to the target score interval is determined as the virtual prop configured for the target virtual character.
12. The information processing method according to claim 1, characterized in that: The target area is determined by the following steps: Determining a plurality of melody nodes corresponding to the music melody based on the music rhythm and the music pitch of the music melody; Based on a preset screening rule, screening out a plurality of target nodes from the plurality of melody nodes; Based on the node coordinates of each target node, a corresponding node curve is determined, and the target area is generated based on the node curve.
13. An information processing device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a first game scene; and the information processing device includes: A scene switching module, configured to switch the first game scene in the graphical user interface to a second game scene in response to a triggering of a target event; the second game scene includes the target object in the first form in the first game scene; an area display module, for responding to a trigger operation on the target object, displaying a target area in the graphical user interface, and switching the target object to a second form; the target area is determined according to a music melody corresponding to the second game scene; an integral determination module, configured to control the target object in the second form to move in the target area in response to a movement control instruction, and determine a movement control integral according to a positional relationship between a plurality of movement positions of the target object and the target area; The prop configuration module is used to switch from the second game scene to the first game scene in response to the triggering of the target end event, and configure virtual props for the corresponding target virtual character in the first game scene based on the movement control score.
14. 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 and the memory communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described in any one of claims 1 to 12.
15. 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 12.
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