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

By displaying associated target objects during game scene transitions and moving to target areas generated by music melody to earn points and obtain virtual items, the game solves the problem of low relevance in obtaining virtual items, improving the smoothness of game scene transitions and player immersion.

CN119565143BActive Publication Date: 2025-12-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510088677.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-01-20
Publication Date
2025-12-09
Estimated Expiration
2045-01-20

AI Technical Summary

Technical Problem

In existing technologies, the acquisition of virtual items is not highly correlated when switching between different interfaces, which affects the smoothness and immersion of the player experience.

Method used

When a target event is triggered, the 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. Players control the target object to move in the target area generated by the music melody, obtain movement control points, and finally obtain virtual props in the first game scene.

Benefits of technology

It improves the smoothness of switching between different game scenes, enriches the interaction between players and game scenes, and enhances the smoothness of player operation and game immersion.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a game information processing method and device, electronic equipment and readable storage medium. In response to triggering of a target event, a first game scene in a graphical user interface is switched to a second game scene. In response to a triggering operation on the target object, a target area is displayed and the target object is switched to a second form. In response to a movement control instruction, the target object in the second form is controlled to move in the target area, and a 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 triggering of a target end event, the second game scene is switched to the first game scene, and a virtual prop is configured for a corresponding target virtual role in the first game scene based on the movement control score. In this way, the smoothness of switching between different game scenes is improved, the interaction between the player and the target object in the game scene is enriched, and the smoothness of the player's operation and the game immersion are improved.
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Description

TECHNICAL FIELD

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

[0002] In a related game, a player can control a target virtual character to move in a game scene and perform a virtual game task in the game scene. In the process of controlling the target virtual character to perform the virtual game task, the player can need to control the target virtual character to obtain a virtual prop that assists in performing the virtual game task.

[0003] In the related art, the virtual prop can be obtained by purchasing it by consuming virtual resources of the player or by the target virtual character performing a specific task to obtain the virtual prop. However, the current acquisition of the virtual prop is switching between different interfaces, but the relevance between the switching interface and the game scene is not high, and the relevance between the task performed by the player in the switched interface and the game scene before switching is also not high, which affects the smoothness and immersion of the player experience. SUMMARY

[0004] Therefore, the purpose of the present disclosure is to provide a method and apparatus for processing information in a game, an electronic device, and a readable storage medium. 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 to move in a target area generated according to a corresponding music melody in the second game scene, obtains a movement control score, and obtains a virtual prop in the first game scene according to the obtained movement control score. This improves the smoothness of switching between different game scenes, enriches the 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.

[0005] In a first aspect, the embodiments of the present disclosure provide a method for processing information in a game. A graphical user interface is provided by a terminal device, and the graphical user interface includes a first game scene. The method includes:

[0006] In response to a trigger of a target event, the first game scene in the graphical user interface is switched 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 for 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 a movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control score according to a position 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, switching from the second game scene to the first game scene, and configuring a virtual prop for a corresponding target virtual character in the first game scene based on the movement control score.

[0010] In a second aspect, the embodiments of the present disclosure further provide an information processing apparatus in a game, which provides a graphical user interface including a first game scene through a terminal device. The information processing apparatus 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 triggering of a target event, the second game scene including a target object in a first form in the first game scene;

[0012] a region display module configured to display a target area in the graphical user interface and switch the target object to a second form in response to a triggering operation on the target object, the target area being determined according to a corresponding musical melody of the second game scene;

[0013] a score 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 score according to a position relationship between a plurality of movement positions of the target object and the target area;

[0014] a prop configuration module configured to switch from the second game scene to the first game scene in response to triggering of a target end event, and configure a virtual prop for a corresponding target virtual character in the first game scene based on the movement control score.

[0015] In a third aspect, the embodiments of the present disclosure further provide an electronic device including a processor, a storage medium, and a bus. The storage medium stores machine readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus. The processor executes the machine readable instructions to perform the information processing method in a game as described in the first aspect.

[0016] In a fourth aspect, the embodiments of the present disclosure further provide a computer readable storage medium, which stores a computer program. When the computer program is run by a processor, the information processing method in a game as described in the first aspect is performed.

[0017] The information processing method, device, electronic equipment and readable storage medium provided by the embodiments of the present disclosure are used to switch a first game scene in a graphical user interface to a second game scene in response to triggering of a target event; a target area is displayed in the graphical user interface and a target object is switched to a second form in response to a triggering operation on the target object; the target object in the second form is controlled to move in the target area in response to a movement control instruction, and a movement control score is determined according to a positional relationship between a plurality of movement positions of the target object and the target area; the first game scene is switched to the second game scene in response to triggering of a target end event, and a virtual prop is configured for a corresponding target virtual role 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 to move in the target area generated according to a corresponding music melody in the second game scene, obtains the movement control score, and obtains the virtual prop in the first game scene according to the obtained movement control score. The smoothness of the different game scene switching is improved, the interaction richness between the player and the target object in the game scene is enriched, and the smoothness of the player's operation and the game immersion are improved.

[0018] In order to make the above objectives, characteristics and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described below, and the accompanying drawings are described in detail as follows. BRIEF DESCRIPTION OF DRAWINGS

[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some of the embodiments of the present disclosure, and therefore should not be considered as a limitation to the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.

[0020] Figure 1 A flowchart of a game information processing method provided by the embodiments of the present disclosure;

[0021] Figure 2 One of the schematic diagrams of a graphical user interface provided by the embodiments of the present disclosure;

[0022] Figure 3 The second schematic diagram of a graphical user interface provided by the embodiments of the present disclosure;

[0023] Figure 4 The third schematic diagram of a graphical user interface provided by the embodiments of the present disclosure;

[0024] Figure 5 The fourth schematic diagram of a graphical user interface provided by the embodiments of the present disclosure;

[0025] Figure 6 Fig. 5 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0026] Figure 7 Fig. 6 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0027] Figure 8 Fig. 7 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0028] Figure 9 Fig. 8 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0029] Figure 10 Fig. 9 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0030] Figure 11 Fig. 10 is a schematic diagram of a structure of an information processing device in a game provided by an embodiment of the present disclosure;

[0031] Figure 12 Fig. 11 is a schematic diagram of a structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0032] In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure clearer, the following will be combined with the accompanying drawings for the embodiments of the present disclosure to clearly and completely describe the technical solutions of the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the accompanying drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but only represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by a person skilled in the art without creative work belongs to the scope of protection of the present disclosure.

[0033] Firstly, the terms involved in the present disclosure are introduced:

[0034] (1) terminal device

[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 a virtual character. The terminal device can be a local terminal device mentioned below or a client device in a cloud interaction system. The terminal device can 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) player, a personal digital assistant (PDA), an electronic book reader, and the like. The terminal device has installed and run therein an application program supporting a game, such as an application program supporting a three-dimensional game or a two-dimensional game. In the embodiments of the present disclosure, the application program is introduced as a game application. Alternatively, the application program can be a stand-alone application program, such as a stand-alone 3D game program, or a network online application program.

[0036] (2) Graphical user interface

[0037] The graphical user interface is a display format of human-computer communication, which allows a user to manipulate icons, signs or menu options on a screen using a mouse or a keyboard and the like input device, or allows the user to manipulate icons or menu options on a screen by performing a touch operation on a touch screen of a touch terminal to select a command, start a program or perform other tasks.

[0038] (3) Game scene

[0039] The game scene is a game scene displayed (or provided) by an application program running on a terminal or a server, that is, a scene used in a normal game process. That is, the game scene refers to a virtual game control carrying a virtual character, and the virtual character can move, release skills and the like under the control of an operation instruction issued by a user (i.e., a player) to a terminal device in a game process. Alternatively, the game scene can be a simulation environment of a real world, a virtual environment of a semi-simulation and semi-fiction, or a virtual environment of pure fiction. 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, and the virtual environment can be a sky, a land, a sea and the like, wherein the land includes desert, city and the like environmental elements. The game scene is a scene of complete game logic of a virtual character controlled by a user. Alternatively, the game scene can also be used for a game scene battle between at least two virtual characters, and the game scene has virtual resources available for use by the at least two virtual characters. Exemplarily, the game scene can include any one or more of the following elements: a game background element, a game object element, a game prop element and a game resource element.

[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, an animation character, etc. The virtual object is a character controlled by the player through an input device (for example, a terminal device), or an artificial intelligence (AI) set in a virtual scene battle, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual object can include a virtual character competing in a game scene. Optionally, the number of virtual objects in the game scene battle is pre-set, or is dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited thereto. In a possible implementation manner, 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, the player can control the target virtual character to move in the game scene and execute virtual game tasks in the game scene. During the process of controlling the target virtual character to execute the virtual game task, the player may need to control the target virtual character to obtain a virtual prop that assists in executing the virtual game task.

[0044] In related technologies, the acquisition of the virtual prop can be through consumption of the player's virtual resources to purchase or the target virtual character to execute a specific task to acquire a virtual task. However, the current acquisition of the virtual prop is switching between different interfaces, but the relevance between the switching interface and the game scene is not high, and the relevance between the task executed by the player in the switched interface and the game scene before switching is also not high, which affects the smoothness and immersion of the player experience.

[0045] Based on this, the embodiments of the present disclosure provide a game information processing method to improve the smoothness of switching between different game scenes, enrich the interaction between the player and the target object in the game scene, and improve the smoothness of the player's operation and the game immersion.

[0046] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the information processing method in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud gaming server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0047] In an optional embodiment, taking a game as an example, the local mobile terminal stores a game program and is used for presenting a game picture. The local mobile terminal is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and run. The way in which the local mobile terminal provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local mobile terminal can include a display screen used for presenting a graphical user interface including a game picture, and a processor used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

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

[0049] Please refer to Figure 1 , Figure 1 The game information processing method provided by the embodiment of the present disclosure is shown in the flowchart of the game information processing method provided by the embodiment of the present disclosure.

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

[0051] S101, 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.

[0052] S102, in response to a triggering operation for 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.

[0053] S103, in response to a movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control score according to a position 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, switching from the second game scene to the first game scene, and configuring a virtual prop for a corresponding target virtual character in the first game scene based on the movement control score.

[0055] The game information processing method provided by the embodiments of the present disclosure switches from a current first game scene to a second game scene when a target event is triggered, and displays a target object associated with the first game scene in the second game scene. The player controls the target object to move in a target area generated according to a corresponding music melody in the second game scene, obtains a movement control score, and obtains a virtual prop in the first game scene according to the obtained movement control score. The method improves the smoothness of switching between different game scenes, enriches the 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.

[0056] The exemplary steps of the embodiments of the present disclosure are described below:

[0057] S101, 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.

[0058] In the embodiments of the present disclosure, the player can control the target virtual character to move in the game scene and perform a virtual task in the game scene to obtain a corresponding attribute gain or virtual prop. In order to improve the interest of the game, the player can be required to control the target virtual character to mainly complete a task in the game scene, and different types of games can be set at different scene positions or scene time nodes, so that the player can obtain corresponding game gains and improve the game experience.

[0059] In an optional implementation, the first game scene contains a target virtual character, the target virtual character can participate in a scene plot in the first game scene or participate in a virtual game task in the first game scene, after it is determined that the target event is triggered, the game scene in the graphical user interface is switched from the first game scene to a second game scene, the second game scene is different from the scene picture 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 of 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 switching between the first game scene and the second game scene can be triggered by the player actively or passively, and how and when to trigger are determined by the game setting of the system.

[0063] In an optional implementation, the first game scene can be set according to the game duration of the first game scene as a whole, a plurality of time switching nodes are determined, and the second game scene is switched to when it is determined that the time of entering the first game scene is greater than a first preset time threshold. Here, the switching mode between the first game scene and the second game scene is set by the system, the target virtual character enters the second game scene to perform virtual interaction at the set time node, and the control freedom of the player is low; however, the player can enter the second game scene to participate in a virtual game task different from the first game scene, and the game experience of the player can be improved.

[0064] For example, if the game duration of the first game scene is 10 minutes, a time node of 5 minutes can be set, and when it is determined that the time of the player controlling the target virtual character to enter the first game scene reaches 5 minutes, the picture in the graphical user interface is switched from the first game scene to the second game scene.

[0065] In another optional implementation, an interaction control can also be set in the first game scene, and the player issues a switching operation for the second game scene through a triggering operation for the interaction control. The switching between the first game scene and the second game scene is performed only after it is determined that the triggering operation of the player for the interaction control is received, which can improve the freedom of the player in participating in the game, but the switching between the first game scene and the second game scene can have a sense of fragmentation, and the game experience of the player can be reduced.

[0066] Further, if it is determined that the current graphical user interface is switched 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 can 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 game experience of the player.

[0068] For example, if the main game scene in the first game scene is that the target virtual character participates in a banquet, the target object in 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, and further improve the game experience of the player.

[0069] Further, after determining that the game scene in the graphical user interface is switched 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 for the target object.

[0070] S102, in response to the trigger operation for 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 the music melody corresponding to the second game scene.

[0071] In an optional implementation, after displaying the target object in the second game scene, the target area can be displayed in the graphical user interface through a trigger operation for the target object, so that the player can control the target object to move in the target area to complete a virtual game task in the second game scene, and then obtain a movement control score.

[0072] Wherein, the trigger operation for the target object can be a sliding operation for the target object towards a preset direction, for example, a sliding operation for the target object upwards, that is, after determining that the sliding operation for the target object upwards 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 according to the music melody corresponding to the second game scene.

[0074] In an optional implementation, as described above, the time node for entering the second game scene can be determined according to the game duration of the first game scene, and the corresponding music melody of the second game scene at different time nodes can be different, and thus the target area displayed in the graphical user interface can also be different when entering the second game scene at different time nodes.

[0075] Here, the key points of the target area can be determined according to the pitch and rhythm of the music melody, and the specific target area can be determined according to the screened target key points.

[0076] Specifically, the target area is determined by the following steps:

[0077] a1: determining a plurality of melody nodes corresponding to the music melody based on the music rhythm and the music pitch of the music melody.

[0078] a2: screening a plurality of target nodes from the plurality of melody nodes based on a preset screening rule.

[0079] a3: determining a corresponding node curve based on the node coordinates of each target node, and generating the target area based on the node curve.

[0080] In an optional implementation, when setting the music melody corresponding to the second game scene, the target area corresponding to the music melody can be determined, and the target area can be rendered according to the composition of the target area, so as to obtain the target area displayed in the graphical user interface.

[0081] Specifically, a plurality of melody key nodes are determined according to the music rhythm and the music pitch and the change of the music rhythm. For example, the melody key node can be a high-pitched node in the music pitch, and a node with sudden change of rhythm.

[0082] Further, a plurality of target nodes are screened from the plurality of melody nodes according to a preset screening rule.

[0083] Specifically, the plurality of melody nodes can be appropriately reduced according to the game difficulty set at different time nodes to obtain the plurality of target nodes.

[0084] For example, if the currently set game difficulty is relatively low, the melody nodes that are relatively concentrated in the plurality of melody nodes can be reduced, or the melody nodes with large position changes can be deleted.

[0085] Further, after the plurality of target nodes are determined, the plurality of target nodes are connected according to the node coordinates of the respective target nodes to obtain a node curve, the obtained node curve is copied to obtain two identical node curves, the two node curves are set according to the preset width, and a region between the two node curves is determined as the target region.

[0086] Further, after the target region is displayed in the graphical user interface, the target object is switched to the second form and moves in the target region according to the movement control instruction.

[0087] In an optional implementation, to make the player ready to start the control of 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, and after the countdown prompt information ends, the target object is switched to the second form, and at the same time, the target region appears in the graphical user interface, and the player can control the target object to move in the target region through the movement control instruction.

[0088] In an optional implementation, to make the display of the target region consistent with the second game scene, the target region can be presented in the form of a river, and for the above example, if the target object in the first target form is a "wine cup", the target object switched to the second form can be a "fish", and the target object moves in the target region according to the movement instruction, and is presented as "fish moving in the river" in the graphical user interface.

[0089] Further, the player can control the target object to move in the target region through the movement control instruction, and thus obtain the movement control score.

[0090] S103, in response to the movement control instruction, controlling the target object in the second form to move in the target region, and determining a movement control score according to a position relationship between a plurality of movement positions of the target object and the target region.

[0091] In an optional implementation, how the target object moves in the target region is controlled by the movement control instruction of the player, and when the movement control instruction of the player is a trigger operation on the graphical user interface, a plurality of movement positions of the target object can be determined according to an operation position of the trigger operation, and the target object is controlled to move in the target region.

[0092] Specifically, the movement position of the target object is determined through the following steps:

[0093] b1: determining the movement position of the target object according to a position of the trigger operation on the graphical user interface and a mapping relationship between the position of the target object and the position of the trigger operation.

[0094] In the embodiments of the present disclosure, the operation position of the triggering operation of the player on the graphical user interface can be located at the position of the target object or any position of the graphical user interface. Since the operation position of the triggering operation is located at the position of the target object, the player needs to adjust the operation position many times following the movement of the target object. Meanwhile, if the operation position of the player is located at the position of the target object in the second game scene, it may also cause certain occlusion to the second game scene, which may affect the operation experience and operation convenience of the player. Therefore, the operation position of the triggering operation of the player on the graphical user interface is preferably located at any position of the graphical user interface, so that the target object is controlled, and the operation experience and operation convenience of the player are improved.

[0095] In an optional implementation, according to the triggering operation of the player, the operation coordinates of the operation position of the triggering operation of the player are determined, and then the vertical coordinates of the target object are determined according to the vertical coordinates in the operation coordinates, and then the target object is controlled to move, and the moving position of the target object is obtained.

[0096] For example, the operation position of the triggering operation of the player is determined to be located at the vertical coordinate 3 of the graphical user interface with the center point of the graphical user interface as the origin. At this time, the vertical coordinate of the next moving position of the target object is also 3, and then the multiple moving positions of the target object are obtained, and then the target object is controlled to move in the target area.

[0097] In an optional implementation, after the target area is determined and presented in the graphical user interface, the target object moves in the target area following the movement control instruction. In order to prevent the target object from moving while the target area does not move, resulting in poor player experience, the target area also needs to be controlled to move automatically in the graphical user interface while the player controls the target object to move in the target area, so as to improve the experience and picture immersion of the player.

[0098] Specifically, the information processing method further includes:

[0099] c1: determining the area moving speed of the target area based on the playing speed of the music melody.

[0100] c2: controlling the target area to move in the graphical user interface according to the preset moving direction with the area moving speed.

[0101] In the embodiments of the present disclosure, in order to ensure that the target object moves to the end position of the target area just after the music melody corresponding to the second game scene ends, the moving speed of the target area needs to be determined according to the playing speed of the music melody, and the speeds of the two are consistent, so that the target object moves to the end position of the target area just after the music melody ends, which helps to improve the immersion and experience of the player.

[0102] In an optional implementation, after the area moving speed of the target area is determined, the target area needs to be controlled to move in the graphical user interface according to the preset moving direction.

[0103] The preset moving direction is related to the presentation mode 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 move in the target area through a moving control instruction. In order to further improve the game experience of the player, different interactive effects can also be generated according to the control of the target object by the player and displayed in the graphical user interface, further improving the human-computer interaction efficiency and the experience of the player.

[0105] Specifically, after the step of "controlling the target object in the second form to move in the target area in response to the moving control instruction", the information processing method further includes:

[0106] d1: displaying a special effect animation in the graphical user interface in response to the time when the moving position of the target object is located in the target area being greater than a second preset time threshold.

[0107] In an optional implementation, if the moving position of the target object is always located in the target area, and the time of being located in the target area is greater than the second preset time threshold, it is determined that the control of the target object by the player is successful, and a special effect animation is displayed in the graphical user interface at the same time to accumulate the moving control score, so as to prompt the player that the current control operation result of the target object is correct, further improving the game experience of the player.

[0108] The special effect animation can be a special effect matched with the scene elements in the second game scene. For example, in the second game scene, the target area is a "river", the target object is a "fish", and the scene elements in the second game scene belong to the ancient style. At this time, the special effect animation can be displayed as "petals" of the ancient style elements.

[0109] In an optional implementation, the second preset time threshold can be determined according to the scene duration of the second game scene. For example, if the scene duration of the second game scene is 10 minutes, the special effect animation can be displayed when it is determined that the duration for which the player controls the target object to be in the target area is greater than 2 minutes.

[0110] Further, the display time of the special effect animation can be determined according to the control result of the player on the target object, that is, as long as the target object controlled by the player is always located in the target area after the special effect animation is displayed in the graphical user interface, the special effect animation is displayed until the target object moves out of the target area, and the display of the special effect animation is cancelled. The display time threshold of the special effect animation can also be set. After it is determined that the display time of the special effect animation reaches the preset time threshold, the display of the special effect animation is cancelled. If the moving position of the target object is located in the target area for a time greater than the second preset time threshold again, the special effect animation is displayed in the graphical user interface again.

[0111] Further, if the player controls the moving position of the target object to move out of the target area through a moving instruction, a prompt can also be given in the graphical user interface to enable the player to timely adjust the moving control on the target object.

[0112] Specifically, the information processing method further includes:

[0113] e1: in response to the moving position of the target object not being located in the target area, cancelling the display of the special effect animation and controlling the target object to switch back from the second form to the first form.

[0114] In an optional implementation, the moving position can coincide with the edge of the target area. The target object can be determined to be at the boundary line of the target area when the object area of the target object coincides with 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 effect animation is cancelled, and the target object is switched back from the second form to the first form after the target object collides with the edge of the target area.

[0115] Here, after the target object is switched back from the second form to the first form, the second game scene is not presented again, and the player can control the target object to continue moving in the target area through a moving control instruction again. If it is determined that the target object moves in the target area again, the target object is controlled to switch back from the first form to the second form again.

[0116] For the above example, the player controls the target object to move in the form of a "fish" in the target area (displayed as a target river in the graphical user interface), if the "fish" collides with the bank of the target river, at this time, the target object will be switched from "fish" to "wine glass", and the corresponding collision special effect will be displayed, when it is determined that the player controls the target object to move in the target area again through the movement control instruction, the target object will be switched back to the form of "fish" again.

[0117] In an optional implementation, in order to further improve the game immersion of the player, the music melody of the second game scene can be played by 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: playing the music melody by the terminal device.

[0120] In an optional implementation, when playing the music melody by the terminal device, the music melody can be played according to the playing speed of the music melody, and specifically, the playing speed can be determined according to the length of the music melody and the game length of the second game scene.

[0121] Specifically, if the music melody is 3 minutes and the game length of the second game scene is also 3 minutes, the music melody can be played at normal speed, and if the music melody is 3 minutes and the game length of the second game scene is 4 minutes, the music melody can be played at 0.75 times speed.

[0122] In another optional implementation, in order to improve the immersion of the player, when the player's control of the target object is not located in the target area, not only the scene in the graphical user interface is prompted, but also the music melody played by the terminal device is prompted, so that the player can timely and accurately determine that the current control of the target object is wrong.

[0123] Specifically, the information processing method further includes:

[0124] g1: playing the music melody with a rising pitch by 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 above the upper area boundary of the target area.

[0125] g2: playing the music melody with a falling pitch by 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 the lower area boundary of the target area.

[0126] In an alternative implementation, if it is determined that the moving position of the target object is not located in the target region and the moving position of the target object is located above the upper region boundary of the target region, i.e., the moving position of the target object is higher than the location of the target region, the terminal device can play the music melody with a raised pitch.

[0127] In another alternative implementation, if it is determined that the moving position of the target object is not located in the target region and the moving position of the target object is located below the upper region boundary of the target region, i.e., the moving position of the target object is lower than the location of the target region, the terminal device can play the music melody with a lowered pitch.

[0128] Specifically, whether the terminal device plays the music melody with a raised or lowered pitch, the specific degree of the raised or lowered pitch of the specific music melody can be determined according to the distance between the target object and the region boundary of the target region, and the greater the distance between the target object and the region boundary of the target region, the greater the raised or lowered pitch of the music melody.

[0129] For example, different distance intervals can be pre-divided, and each distance interval corresponds to a different degree of pitch change of the music melody, for example, when the distance between the target object and the region boundary of the target region is within (0, 5) meters (game distance), the pitch is raised or lowered by three degrees; when the distance between the target object and the region boundary of the target region is within (5, 10) meters (game distance), the pitch is raised or lowered by eight degrees; if it is determined that the moving position of the current target object is located above the upper region boundary of the target region, and the distance between the moving position of the target object and the upper region boundary of the target region is 2 meters (game distance), the pitch of the music melody played by the terminal device will be raised by three degrees.

[0130] In an alternative implementation, a melody prompt object is also displayed in the graphical user interface, and after the pitch of the music melody is raised or lowered due to the moving operation of the player, the melody prompt object will perform a target virtual action to again prompt the player that the current control of the target object is incorrect.

[0131] For example, the melody prompt object can be a dynamic figurine, and after the pitch of the music melody is raised or lowered due to the moving operation of the player, the dynamic figurine will perform an action of covering the ears to prompt the player that the current control of the target object is incorrect.

[0132] Further, when the player controls the target object to move in the target region, the moving control score can be determined through multiple moving positions of the target object, and the player is provided with a virtual prop for controlling the target virtual object according to the moving control score of the player.

[0133] Specifically, the step of “determining a movement control score according to the position relationship between the movement position of the target object and the target area”, comprises:

[0134] h1: determining at least one decision node based on the beat of the music melody.

[0135] h2: for each decision node, determining a node control score corresponding to the decision node based on the position relationship between the movement position of the target object and the target area in the decision node.

[0136] h3: determining the movement control score based on the node control scores corresponding to the decision nodes.

[0137] In the embodiments of the present disclosure, the plurality of decision nodes in the process of playing the music melody can be determined based on the beat of the music melody corresponding to the second game scene. For example, the decision can be made at each repeat of the music melody. If there are multiple repeats in a music melody, the decision is made multiple times.

[0138] Further, for each decision node, the node control score corresponding to the decision node is determined according to the position relationship between the movement position of the target object and the target area in the decision node. Specifically, if the movement position of the target object is located in the target area at the decision node, the preset control score is increased, i.e., the node control score is positive. If the movement position of the target object is not located in the target area at the decision node, the preset control score is decreased, i.e., the node control score is negative.

[0139] Further, the movement control score of the player for controlling the target object is determined according to the node control scores corresponding to all the decision nodes in the whole music melody.

[0140] Exemplarily, the preset score can be 10 points, if the number of determination nodes in the entire music melody is 5 (only an example, and the number of determination nodes in actual application is much more than the example), the initial score of the player is 0, at the first determination node, the moving position of the target object is located in the target area, at this time, the node control score at the first determination node is +10, at the second determination node, the moving position of the target object is located in the target area, at this time, the node control score at the second determination node is +10; at the third determination node, the moving position of the target object is located in the target area, at this time, the node control score at the third determination node is +10; at the fourth determination node, the moving position of the target object is located in the target area, at this time, the node control score at the fourth determination node is +10; at the fifth determination node, the moving position of the target object is not located in the target area, at this time, the node control score at the fifth determination node is -10, then, at the end of the music melody playing, the moving 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 current moving control score of the player 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 determination of the first determination node, the score displayed in the score display area is 10; after the determination of the second determination node, the score displayed in the score display area is 20; after the determination of the third determination node, the score displayed in the score display area is 30; after the determination of the fourth determination node, the score displayed in the score display area is 40; after the determination of the fifth determination node, the score displayed in the score display area is 30.

[0142] Further, after the target end event is triggered, the second game scene is exited, the display content in the graphical user interface is switched from the second game scene back to the first game scene, and a virtual prop is configured for the target virtual character in the first game scene based on the moving control score obtained by the player in the second game scene, to assist the target virtual character in continuing to perform the virtual game task in the first game scene.

[0143] S104, in response to triggering of the target end event, switching from the second game scene to the first game scene, and configuring a virtual prop for a corresponding target virtual character in the first game scene based on the moving control score.

[0144] The target end event includes at least one of:

[0145] The music melody playing ends, and the time when the moving position of the target object is not located in the target area is greater than a third preset time threshold.

[0146] In one alternative implementation, if the music ends, a target end event is triggered, and the game can switch from the second game scene to the first game scene; or if the target object's movement position is not within the target area for more than a third preset time threshold, it is assumed that the player may no longer want to control the target virtual object (if the player still has the intention to control it, adjustments will be made when the target object is found to be outside the target area, and the target object's movement position will not remain outside the target area for a long time), and a target end event is also triggered.

[0147] The third preset time threshold can be set according to the game requirements and is not limited here.

[0148] In one alternative implementation, after determining that the target end event has been triggered, a results interface can be displayed in the graphical user interface. The results interface displays the movement control points obtained after the player controls the target object, and different content is displayed on the results interface according to the different movement control points.

[0149] For example, if a player has a high movement control score, positive praise will be displayed on the results screen, such as the text "Lingering Melody" along with the movement control score; if a player has a low movement control score, negative text will be displayed on the results screen, such as the text "Hauntingly Deafening Sound" along with the movement control score.

[0150] Furthermore, after the display time of the settlement interface exceeds the fourth preset time threshold, the display content of the graphical user interface is switched from the second game scene to the third game scene. At the same time, based on the player's movement control score, the target virtual character controlled by the player is configured with corresponding virtual props.

[0151] In one alternative implementation, multiple score intervals can be pre-divided, and based on the virtual items corresponding to each score interval and the player's movement control score in the second game scene, the current movement control score area can be determined, and the corresponding virtual items can be equipped on the target virtual character controlled by the player.

[0152] Specifically, the step "configuring virtual items for the target virtual character in the first game scene based on the movement control points" includes:

[0153] i1: Based on multiple pre-divided integration intervals, determine the target integration interval where the movement control integration is located, and determine the virtual props corresponding to the target integration interval as virtual props to be configured for the target virtual character.

[0154] In this embodiment of the disclosure, the higher the movement control points accumulated by the player in the second game scene, the higher the level and value of the virtual items that can be obtained.

[0155] For example, the maximum score can be set to 100 points, with each 20-point interval divided into a score range, such as (0,20], (20,40], (40,60], (60,80], and (80,100]. The (0,20] score range corresponds to virtual item A, the (20,40] score range to virtual item B, the (40,60] score range to virtual item C, the (60,80] score range to virtual item D, and the (80,100] score range to virtual item E. If it is determined that the player's current movement control score in the second game scene is 70 points, falling within the (60,80] score range, then virtual item D can be assigned to the player.

[0156] In one alternative implementation, there are multiple time points in the first game scene where players can enter the second virtual scene to perform movement control on the target object. This allows the player to configure different virtual items for the target virtual character, thereby increasing the probability of the player obtaining virtual items and winning the game, further improving human-computer interaction efficiency and the player's gaming experience.

[0157] The following specific examples will illustrate the information processing process in the game within the embodiments of this disclosure:

[0158] For example, please refer to Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure, such as Figure 2 As shown, the current graphical user interface 200 displays a first game scene, in which the target virtual character 210 controlled by the player interacts with other virtual characters and performs virtual game tasks.

[0159] For further details, please refer to Figure 3 , Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 3 As shown, when a target event is triggered, a second game scene is displayed in the graphical user interface 200. The target object 220 in the first form is displayed in the second game scene, and the game interaction is triggered by the triggering operation on the target object 220.

[0160] For further details, please refer to Figure 4 , Figure 4 This is a third schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 4As shown, after receiving the trigger operation for the target object 220, the target area 230 is displayed in the graphical user interface 200, while the countdown prompt information prompt 240 and the touch position prompt mark 250 of the player operation are displayed.

[0161] Further, please refer to Figure 5 , Figure 5 For the fourth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure, as shown in Figure 5 After the countdown prompt information prompt ends, the target object 220 is controlled to switch from the first mode to the second mode; the player can control the target object 220 to move in the target area 230 through the touch operation for the target object 220, while the score display area 260 is displayed in the graphical user interface 200 to display the movement control points obtained by the player in real time.

[0162] Further, please refer to Figure 6 , Figure 6 For the fifth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure, as shown in Figure 6 If the moving position of the target object 220 is located in the target area 230 for more 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 the score display area 260 in real time to prompt the player that the current control of the target object is accurate.

[0163] Further, please refer to Figure 7 , Figure 7 For the sixth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure, as shown in Figure 7 If the moving position of the target object 220 is not located in the target area 230 and collides with the edge of the target area 230, the special effect animation display is cancelled, and the target object 220 is controlled to switch from the second mode back to the first mode; while the "covering ears" dynamic figure 280 is displayed in the graphical user interface 200, and the movement control points obtained by the player are displayed in the score display area 260 in real time to prompt the player that the current control of the target object is wrong.

[0164] Further, please refer to Figure 8 , Figure 8 For the seventh schematic diagram of the graphical user interface provided by the embodiments of the present disclosure, as shown in Figure 8 In response to the trigger of the target end event, a settlement interface is displayed in the graphical user interface, and if the player's control of the target object results in a higher movement control point, positive praise content is displayed in the settlement interface.

[0165] Further, please refer to Figure 9 ,Figure 9 Fig. 8 is a schematic view of a graphical user interface provided by an embodiment of the present disclosure, as shown, in response to triggering of a target end event, a settlement interface is displayed in the graphical user interface, and if the player's control of the target object results in a lower number of movement control points, negative text content is displayed in the settlement interface. Figure 9

[0166] Further, please refer to Figure 10 , Figure 10 Fig. 9 is a schematic view of a graphical user interface provided by an embodiment of the present disclosure, as shown, in response to triggering of a target end event, and after the settlement interface display ends, the graphical user interface 200 is switched from the second game scene to the first game scene, and a virtual prop 290 is configured for the target virtual character 210 based on the movement control points, and the player's performance in the second game scene is evaluated through dialogues of other virtual characters. Figure 10

[0167] The information processing method in a game provided by an embodiment of the present disclosure, in response to triggering of a target event, a first game scene in a graphical user interface is switched to a second game scene; in response to a triggering 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; in response to a movement control instruction, the target object in the second form is controlled to move in the target area, and based on a position relationship between a plurality of movement positions of the target object and the target area, a movement control point is determined; in response to triggering of a target end event, the second game scene is switched to the first game scene, and a virtual prop is configured for a corresponding target virtual character in the first game scene based on the movement control point. 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 to move in the target area generated according to the corresponding music melody in the second game scene, obtains the movement control point, and obtains the virtual prop in the first game scene according to the obtained movement control point, which improves the fluency of switching between different game scenes, enriches the interaction between the player and the target object in the game scene, and improves the fluency of the player's operation and the game immersion.

[0168] Based on the same inventive concept, the information processing device in a game provided in an embodiment of the present disclosure also corresponds to the information processing method in a game. Since the principle of the device in the embodiment of the present disclosure solves the problem similar to the above-mentioned information processing method in a game of the present disclosure, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described here.

[0169] Please refer to Figure 11 , Figure 11 ​​A structural schematic diagram of an information processing device in a game is provided in embodiments of the present disclosure. As shown in Figure 11 The information processing device 1100 includes:

[0170] A scene switching module 1110 is configured to switch a first game scene in the graphical user interface to a second game scene in response to triggering of a target event; the second game scene includes a target object in a first form in the first game scene;

[0171] A region display module 1120 is configured to display a target region in the graphical user interface and switch the target object to a second form in response to triggering of an operation on the target object; the target region is determined according to a musical melody corresponding to the second game scene;

[0172] An integral determination module 1130 is configured to control the target object in the second form to move in the target region 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 region;

[0173] A prop configuration module 1140 is configured to switch from the second game scene to the first game scene in response to triggering of a target end event, and configure a virtual prop for a corresponding target virtual character in the first game scene based on the movement control integral.

[0174] In an optional implementation, the target event includes at least one of:

[0175] The time of entering the first game scene is greater than a first preset time threshold, and a switching operation on 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 configured to:

[0177] In response to a time when the movement position of the target object is located in the target region being greater than a second preset time threshold, display a special effect animation in 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 configured to:

[0179] In response to the movement position of the target object not being located in the target region, cancel the display of the special effect animation and control the target object to switch from the second form back to the first form.

[0180] In an optional implementation, the information processing device 1100 further comprises a region movement control module (not shown in the figure), configured to:

[0181] determine a region movement speed of the target region based on the playing speed of the music melody;

[0182] control the target region to move in the preset movement direction in the graphical user interface at the region movement 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 comprises a position determination module (not shown in the figure), configured to determine the movement position of the target object by the following steps:

[0184] determine the movement position of the target object according to the position of the trigger operation on the graphical user interface and the mapping relationship between the target object position and the trigger operation position.

[0185] In an optional implementation, the information processing device 1100 further comprises a melody playing module (not shown in the figure), configured to:

[0186] play the music melody through the terminal device.

[0187] In an optional implementation, the information processing device 1100 further comprises a melody adjustment module (not shown in the figure), configured to:

[0188] in response to the movement position of the target object not being located in the target region and the movement position of the target object being located above the upper region boundary of the target region, play the music melody with a rising pitch through the terminal device;

[0189] in response to the movement position of the target object not being located in the target region and the movement position of the target object being located below the lower region boundary of the target region, play the music melody with a falling pitch through the terminal device.

[0190] In an optional implementation, when the integral determination module 1130 is configured to determine the movement control integral according to the positional relationship between the plurality of movement positions of the target object and the target region, the integral determination module 1130 is configured to:

[0191] determine at least one judgment node based on the beat of the music melody;

[0192] For each decision node, a node control score corresponding to the decision node is determined based on a position relationship between a moving position of the target object in the decision node and the target region;

[0193] The moving control score is determined based on the node control scores corresponding to the decision nodes.

[0194] In an optional implementation, the target end event includes at least one of:

[0195] The music melody playing ends, or the moving position of the target object is not located in the target region for more than a third preset time threshold.

[0196] In an optional implementation, when the prop configuration module 1140 is configured to configure a virtual prop for a target virtual character in the first game scene based on the moving control score, the prop configuration module 1140 is configured to:

[0197] According to a plurality of score intervals divided in advance, a target score interval in which the moving 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 apparatus 1100 further includes a region determination module (not shown in the figure), which is configured to:

[0199] Based on a music rhythm and a music tone of the music melody, a plurality of melody nodes corresponding to the music melody are determined;

[0200] Based on a preset screening rule, a plurality of target nodes are screened from the plurality of melody nodes;

[0201] Based on node coordinates of each target node, a corresponding node curve is determined, and the target region is generated based on the node curve.

[0202] The information processing device in the game provided by the embodiments of the present disclosure switches a first game scene in a graphical user interface to a second game scene in response to triggering of a target event; displays a target area in the graphical user interface and switches a target object to a second form in response to a triggering operation directed to the target object; controls the target object in the second form to move in the target area in response to a movement control instruction, and determines a movement control score according to a positional relationship between a plurality of movement positions of the target object and the target area; and switches from the second game scene to the first game scene in response to triggering of a target end event, and configures a virtual prop for a corresponding target virtual role 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 to move in the target area generated according to a corresponding music melody in the second game scene, obtains the movement control score, and obtains the virtual prop in the first game scene according to the obtained movement control score. The smoothness of the operation of the player is improved, and the game immersion is improved.

[0203] Please refer to Figure 12 , Figure 12 A structural schematic diagram of an electronic device provided by the embodiments of the present disclosure is shown in FIG. 12. Figure 12 As shown in FIG. 12, 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 through the bus 1230, so that the processor 1210 executes the following instructions when running:

[0205] switching a first game scene in the graphical user interface to a second game scene in response to triggering of a target event; the second game scene includes a target object in a first form in the first game scene;

[0206] displaying a target area in the graphical user interface and switching the target object to a second form in response to a triggering operation directed to the target object; the target area is determined according to a music melody corresponding to the second game scene;

[0207] controlling the target object in the second form to move in the target area in response to a movement control instruction, and determining a movement control score 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 the target end event, switching from the second game scene to the first game scene, and configuring a virtual prop for a corresponding target virtual role in the first game scene based on the movement control points.

[0209] In an optional implementation, the target event includes at least one of the following:

[0210] The time of 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, the instructions executed by the processor 1210 further include:

[0212] In response to the time that the movement position of the target object is located in the target area being greater than a second preset time threshold, displaying a special effect animation on the graphical user interface.

[0213] In an optional implementation, the instructions executed by the processor 1210 further include:

[0214] In response to the movement position of the target object not being located in the target area, canceling the display of the special effect animation, and controlling the target object to switch back to the first form from the second form.

[0215] In an optional implementation, the instructions executed by the processor 1210 further include:

[0216] Determining a region movement speed of the target area based on the playing speed of the music melody;

[0217] Controlling the target area to move in the graphical user interface according to a preset movement direction and the region movement speed.

[0218] In an optional implementation, the instructions executed by the processor 1210 are a trigger operation on the graphical user interface; and the movement position of the target object is determined by:

[0219] Determining the movement position of the target object according to the position of the trigger operation on the graphical user interface and a mapping relationship between the target object position and the trigger operation position.

[0220] In an optional implementation, the instructions executed by the processor 1210 further include:

[0221] Playing the music melody through the terminal device.

[0222] In an optional implementation, 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, the terminal device plays the music melody with a raised pitch.

[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 the lower area boundary of the target area, the terminal device plays the music melody with a lowered pitch.

[0225] In an optional implementation, the instructions executed by the processor 1210 include that the moving control score is determined according to the positional relationship between the moving positions of the target object and the target area.

[0226] At least one determination node is determined based on the beat of the music melody.

[0227] For each determination node, a node control score corresponding to the determination node is determined based on the positional relationship between the moving position of the target object in the determination node and the target area.

[0228] The moving control score is determined based on the node control scores corresponding to the determination nodes.

[0229] In an optional implementation, the target end event includes at least one of the following:

[0230] The music melody is played to the end, and the time when 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, the instructions executed by the processor 1210 include that the virtual props are configured for the target virtual role in the first game scene based on the moving control score, including:

[0232] According to a plurality of pre-divided score intervals, a target score interval in which the moving 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 role.

[0233] In an optional implementation, the instructions executed by the processor 1210 include that the target area is determined by the following steps:

[0234] A plurality of melody nodes corresponding to the music melody are determined based on the music rhythm and the music pitch of the music melody.

[0235] A plurality of target nodes are selected from the plurality of melody nodes based on a preset selection rule.

[0236] determine a corresponding node curve based on the node coordinates of each target node, and generate the target region based on the node curve.

[0237] In this way, 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 to move in a target region generated according to a corresponding music melody in the second game scene, obtains a movement control score, and obtains a virtual prop in the first game scene according to the obtained movement control score. In this way, the smoothness of switching between different game scenes is improved, the interaction between the player and the target object in the game scene is enriched, and the smoothness of the player's operation and the game immersion are improved. Further, while the player controls the target object to move in the target region, the target region also needs to be automatically moved in the graphical user interface to improve the experience and picture immersion of the player. In addition, different interaction effects can be generated according to the control of the target object by the player, and displayed in the graphical user interface to further improve the human-computer interaction efficiency and the experience of the player. In addition, to improve the immersion of the player, when the control of the target object by the player is not located in the target region, not only the scene in the graphical user interface is prompted, but also the music melody played by the terminal device is prompted, so that the player can accurately determine that the control of the target object is incorrect. In addition, there are multiple time nodes in the first game scene that can enter the second virtual scene to perform movement control on the target object, and different virtual props are configured for the target virtual character controlled by the player to improve the probability of the player obtaining the virtual prop and winning the game, and further improve the human-computer efficiency and the experience of the player.

[0238] The embodiments of the present disclosure also provide a computer readable storage medium having a computer program stored thereon, so that when the computer program is run by a processor, the following instructions are executed:

[0239] In response to triggering of a target event, the first game scene in the graphical user interface is switched 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 region is displayed in the graphical user interface, and the target object is switched to a second form; the target region 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 region, and determining a movement control score according to a position relationship between a plurality of movement positions of the target object and the target region;

[0242] in response to triggering of a target end event, switching from the second game scene to the first game scene, and configuring a virtual prop for a corresponding target virtual role in the first game scene based on the movement control score.

[0243] In an optional implementation, the target event includes at least one of the following:

[0244] the time of 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, the instructions executed by the computer readable storage medium further include:

[0246] in response to the time when the movement position of the target object is located in the target region being greater than a second preset time threshold, displaying a special effect animation on the graphical user interface.

[0247] In an optional implementation, the instructions executed by the computer readable storage medium further include:

[0248] in response to the movement position of the target object not being located in the target region, canceling the display of the special effect animation, and controlling the target object to switch from the second form back to the first form.

[0249] In an optional implementation, the instructions executed by the computer readable storage medium further include:

[0250] determining a region movement speed of the target region based on the playing speed of the music melody;

[0251] controlling the target region to move in the graphical user interface according to a preset movement direction and the region movement speed.

[0252] In an optional implementation, the instructions executed by the computer readable storage medium, the movement control instruction is a triggering operation on the graphical user interface; the movement position of the target object is determined by the following steps:

[0253] determining the movement position of the target object according to a position of the triggering operation on the graphical user interface and a mapping relationship between the target object position and the triggering operation position.

[0254] In an optional implementation, the instructions executed by the computer readable storage medium further include:

[0255] playing the music melody by the terminal device.

[0256] In an optional implementation, 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 rising pitch by 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 the lower area boundary of the target area, playing the music melody with a falling pitch by the terminal device.

[0259] In an optional implementation, the instructions executed by the computer readable storage medium, the determining the moving control score according to the position relationship between the moving positions of the target object and the target area, includes:

[0260] determining at least one decision node based on the beat of the music melody;

[0261] for each decision node, determining a node control score corresponding to the decision node based on the position relationship between the moving position of the target object in the decision node and the target area;

[0262] determining the moving control score based on the node control scores corresponding to the decision nodes.

[0263] In an optional implementation, the target end event includes at least one of:

[0264] the music melody playing ends, and the time when 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, the instructions executed by the computer readable storage medium, the configuring a virtual prop for the target virtual character in the first game scene based on the moving control score, includes:

[0266] determining a target score interval in which the moving 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 the virtual prop configured for the target virtual character.

[0267] In an optional implementation, the instructions executed by the computer readable storage medium, the target area is determined by:

[0268] determine a plurality of melody nodes corresponding to the music melody based on a music rhythm and a music tone of the music melody;

[0269] screen a plurality of target nodes from the plurality of melody nodes based on a preset screening rule;

[0270] determine a corresponding node curve based on a node coordinate of each target node, and generate the target region based on the node curve.

[0271] 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 to move in the target region generated according to the corresponding music melody in the second game scene, obtains a movement control score, and obtains a virtual prop in the first game scene according to the obtained movement control score. In this way, the smoothness of switching between different game scenes is improved, the interaction between the player and the target object in the game scene is enriched, and the smoothness of the player's operation and the game immersion are improved. Further, while the player controls the target object to move in the target region, the target region also needs to be automatically moved in the graphical user interface to improve the experience and picture immersion of the player. At the same time, in order to further improve the game experience of the player, different interaction effects can be generated according to the control of the target object by the player and displayed in the graphical user interface, further improving the human-computer interaction efficiency and the experience of the player. At the same time, in order to improve the immersion of the player, when the control of the target object by the player is not located in the target region, not only the scene in the graphical user interface is prompted, but also the music melody played by the terminal device is prompted, so that the player can timely and accurately determine that the control of the target object is wrong. At the same time, there are a plurality of time nodes in the first game scene that can enter the second virtual scene to perform movement control on the target object, and different virtual props are configured for the target virtual character controlled by the player, so as to improve the probability of the player obtaining the virtual prop and winning the game, further improve the human-computer efficiency and the game experience of the player.

[0272] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system, device and unit described above can refer to the corresponding process in the foregoing method embodiments, which will not be repeated here.

[0273] In several embodiments provided by the present disclosure, it should be understood that the disclosed system, device and method can be implemented in other manners. The described device embodiments are merely schematic, and the division of units is merely logical function division, and there can be another division manner in actual implementation. For example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections can be indirect couplings or communication connections through some interfaces, devices or units, and can be in electrical, mechanical or other forms.

[0274] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, i.e., can be located in one place, or can be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.

[0275] In addition, each functional unit in the various embodiments of the present disclosure can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit.

[0276] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present disclosure essentially or the part that contributes to the prior art or part of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium, and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and various media that can store program codes.

[0277] Finally, it should be noted that the above-described embodiments are merely specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than limit the same. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, it should be understood by those skilled in the art that any modification or easy-to-think change or equivalent replacement of some technical features of the technical solutions recorded in the foregoing embodiments can be made within the technical range disclosed by the present disclosure by any person skilled in the art. The modification, change or replacement does not make the corresponding technical solution deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. An information processing method in a game, characterized by, The information processing method comprises the following steps: providing a graphical user interface by a terminal device, the graphical user interface comprising a first game scene; in response to triggering of a target event, switching the first game scene in the graphical user interface to a second game scene; the second game scene comprising a target object in the first game scene in a first form; in response to a triggering operation for the target object, displaying a target area in the graphical user interface and switching the target object to a second form; the target area being determined according to a musical melody corresponding to the second game scene; in response to a movement control instruction, controlling the target object in the second form to move in the target area, and determining a movement control score according to the 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, switching from the second game scene to the first game scene, and configuring a virtual prop for a corresponding target virtual character in the first game scene based on the movement control score; in response to the movement position of the target object not being located in the target area and the movement position of the target object being located above an upper area boundary of the target area, playing the musical melody with a raised pitch by the terminal device; in response to the movement position of the target object not being located in the target area and the movement position of the target object being located below a lower area boundary of the target area, playing the musical melody with a lowered pitch by the terminal device; 2. The information processing method according to claim 1, characterized by, the target area is determined by the following steps: determining a plurality of melody nodes corresponding to the musical melody based on the musical rhythm and pitch of the musical melody; selecting a plurality of target nodes from the plurality of melody nodes based on a preset selection rule; determining a corresponding node curve based on the node coordinates of each target node, and generating the target area based on the node curve. The target event comprises at least one of the following:

3. The information processing method according to claim 1, characterized by, the time of entering the first game scene is greater than a first preset time threshold, and a switching operation for the second game scene is received. 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 comprises:

4. The information processing method according to claim 3, characterized by, in response to the time for the movement position of the target object being located in the target area being greater than a second preset time threshold, displaying a special effect animation in the graphical user interface. The information processing method further comprises:

5. The information processing method according to claim 1, characterized by, in response to the movement position of the target object not being located in the target area, canceling the display of the special effect animation and controlling the target object to switch back from the second form to the first form. The information processing method further comprises: determining a region movement speed of the target area based on the playing speed of the musical melody; 6. The information processing method according to claim 1, characterized by, controlling the target area to move in the graphical user interface at the region movement speed in a preset movement direction. The movement control instruction is a triggering operation on the graphical user interface; the movement position of the target object is determined by the following steps: According to the position of the trigger operation on the graphical user interface and a mapping relationship between the position of the target object and the position of the trigger operation, a moving position of the target object is determined.

7. The information processing method according to claim 1, characterized by, The information processing method further includes: playing the music melody by the terminal device.

8. The information processing method according to claim 1, characterized by, The determining of the moving control score according to the position relationship between the multiple moving positions of the target object and the target region includes: determining at least one decision node based on the beat of the music melody; for each decision node, determining a node control score corresponding to the decision node based on the position relationship between the moving position of the target object in the decision node and the target region; determining the moving control score based on the node control scores corresponding to the decision nodes.

9. The information processing method according to claim 1, characterized by, The target end event includes at least one of: the music melody playing being ended, or the time for which the moving position of the target object is not located in the target region being greater than a third preset time threshold.

10. The information processing method according to claim 1, characterized by, The configuring of the virtual props for the corresponding target virtual character in the first game scene based on the moving control score includes: determining a target integral interval in which the moving control score is located according to multiple pre-divided integral intervals, and determining the virtual prop corresponding to the target integral interval as the virtual prop configured for the target virtual character.

11. An information processing apparatus in a game, comprising: 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 triggering of a target event, the second game scene including a target object in a first form in the first game scene; a region display module configured to display a target region in the graphical user interface in response to a trigger operation for the target object, and switch the target object to a second form, the target region being 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 region in response to a moving control instruction, and determine a moving control score according to a position relationship between multiple moving positions of the target object and the target region; a prop configuration module configured to switch from the second game scene to the first game scene in response to triggering of a target end event, and configure virtual props for a corresponding target virtual character in the first game scene based on the moving control score. The information processing device further includes a melody adjustment module configured to: play the music melody with a raised pitch by the terminal device in response to the moving position of the target object not being located in the target region and the moving position of the target object being located above an upper region boundary of the target region; play the music melody with a lowered pitch by the terminal device in response to the moving position of the target object not being located in the target region and the moving position of the target object being located below a lower region boundary of the target region. The information processing device further includes a region determination module configured to: determine a plurality of melody nodes corresponding to the music melody based on a music rhythm and a music tone of the music melody; screen a plurality of target nodes from the plurality of melody nodes based on a preset screening rule; determine a corresponding node curve based on a node coordinate of each target node, and generate the target region based on the node curve.

12. An electronic device, comprising: comprise: a processor, a memory and a bus, the memory stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, the processor executes the machine readable instructions to execute the steps of the information processing method in the game as claimed in any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, which is executed by the processor to execute the steps of the information processing method in the game as claimed in any one of claims 1 to 10.

Citation Information

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