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

By providing a graphical user interface in the game scene, responding to message setting instructions, determining shortcut messages including vacant fields, and selecting target game elements to generate target field information, filling in shortcut messages, and generating candidate messages, solving the problems of insufficient flexibility in message sending and inaccurate information in asymmetric gameplay, and achieving efficient and accurate message sending.

CN119633375AActive Publication Date: 2025-03-18NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Application Number
CN202510135228.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-06
Publication Date
2025-03-18
Estimated Expiration
2045-02-06

AI Technical Summary

Technical Problem

In games with asymmetric gameplay, the prior art cannot send messages in real time in game games, resulting in insufficient flexibility in message transmission and inaccurate information.

Method used

By providing a graphical user interface in the game scene, responding to message setting instructions, determining shortcut messages including vacant fields, and selecting target game elements to generate target field information, populating shortcut messages, and generating candidate messages. Finally, the efficiency and accuracy of message sending are improved without destroying the balance of game competition.

Benefits of technology

It achieves the efficiency and accuracy of message sending without destroying the balance of game competition, and enhances the flexibility of players in the game to send information.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an information sending method and device in a game, electronic equipment and a readable storage medium, and the method comprises the steps: determining a plurality of shortcut messages comprising at least one vacant field in response to a message setting instruction; determining a target game element corresponding to the message setting instruction from the game scene; determining target field information corresponding to the target game element; filling the target field information into vacant fields corresponding to the plurality of shortcut messages one by one, and generating a plurality of candidate messages corresponding to the plurality of shortcut messages in a graphical user interface; and in response to a selection operation for a target candidate message in the plurality of candidate messages, controlling the first virtual object to send the target candidate message to a second virtual object in the game scene. Therefore, on the premise of not destroying the balance of game competition, the message sending efficiency can be improved while the message sending accuracy is ensured.
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Description

Technical Field

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

[0002] During the game process, the virtual object controlled by the player can form a virtual team with other virtual objects with the same identity. In order to better complete virtual game tasks or share information in the game, multiple virtual objects in the same camp may need to send messages to each other to inform each other of the situation in the current game scene.

[0003] In related technologies, real-time information interaction is generally possible based on the team communication channel, and players can send the information that needs to be synchronized to the team communication channel for message sharing; however, for asymmetric games, in order to ensure the competitive balance between the two sides, it is generally set that messages cannot be sent in real time during the game. Only message templates used in the game can be pre-set outside the game, and players can select different messages to send through the candidate messages provided in the message template. However, the message template setting is relatively simple, which may lead to problems such as insufficient flexibility in message sending and inaccurate information. Summary of the invention

[0004] In view of this, the purpose of the present disclosure is to provide a method, device, electronic device and readable storage medium for sending information in a game, which, in response to a message setting instruction, determines multiple quick messages including at least one blank field, each quick message includes a general message content that has been set, and leaves the content that needs to be filled in by the player blank. The player can generate the corresponding target field information by selecting the corresponding target game element in the game scene, fill in the quick message, and obtain candidate messages that can be sent. Without destroying the competitive balance of the game, while ensuring the accuracy of message sending, the efficiency of message sending can also be improved.

[0005] In a first aspect, an embodiment of the present disclosure provides a method for sending information in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the game scene includes a first virtual object controlled by the terminal device; the method for sending information includes:

[0006] In response to the message setting instruction, determining a plurality of quick messages including at least one empty field;

[0007] Determining a target game element corresponding to the message setting instruction from the game scene;

[0008] Determine target field information corresponding to the target game element;

[0009] Filling the target field information into the empty fields corresponding to the multiple quick messages one by one, and generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface;

[0010] In response to a selection operation on a target candidate message among the plurality of candidate messages, the first virtual object is controlled to send the target candidate message to a second virtual object in the game scene.

[0011] In a second aspect, an embodiment of the present disclosure further provides an information sending device in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual object controlled by the terminal device; the information sending device includes:

[0012] A quick message display module, for determining, in response to a message setting instruction, a plurality of quick messages including at least one vacant field;

[0013] A game element determination module, used to determine a target game element corresponding to the message setting instruction from the game scene;

[0014] A field information determination module, used to determine target field information corresponding to the target game element;

[0015] A candidate message generating module, used to fill the target field information into the vacant fields corresponding to the multiple quick messages one by one, and generate multiple candidate messages corresponding to the multiple quick messages in the graphical user interface;

[0016] The candidate message sending module is used to respond to a selection operation on a target candidate message among the multiple candidate messages and control the first virtual object to send the target candidate message to the second virtual object in the game scene.

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

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

[0019] The information sending method, device, electronic device and readable storage medium in the game provided by the embodiment of the present disclosure, in response to the message setting instruction, determine multiple quick messages including at least one vacant field; determine the target game element corresponding to the message setting instruction from the game scene; determine the target field information corresponding to the target game element; fill the target field information one by one into the vacant fields corresponding to the multiple quick messages, and generate multiple candidate messages corresponding to the multiple quick messages in the graphical user interface; in response to the selection operation of the target candidate message in the multiple candidate messages, control the first virtual object to send the target candidate message to the second virtual object in the game scene. In this way, in response to the message setting instruction, multiple quick messages including at least one vacant field are determined, each quick message contains the general message content that has been set, and the content that needs to be filled in by the player is vacant, and the player can generate the corresponding target field information by selecting the corresponding target game element in the game scene, fill the quick message, and obtain the candidate message that can be sent, without destroying the competitive balance of the game, while ensuring the accuracy of message sending, the efficiency of message sending can also be improved.

[0020] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0022] Figure 1 A flowchart of a method for sending information in a game provided by an embodiment of the present disclosure;

[0023] Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure;

[0024] Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0025] Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0026] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0027] Figure 6 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0028] Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0029] Figure 8 The seventh schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0030] Fig. 9 The eighth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0031] Fig.10 A schematic diagram of the structure of an information sending device in a game provided by an embodiment of the present disclosure;

[0032] Fig.11 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0033] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.

[0034] First, the nouns involved in this disclosure are introduced:

[0035] (1) Terminal equipment

[0036] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0037] (2) Graphical User Interface

[0038] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0039] (3) Game scenes

[0040] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0041] (4) Virtual objects:

[0042] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual object may include a virtual character competing in a game scene. Optionally, the number of virtual objects in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0043] Secondly, the technical background of the present disclosure is introduced:

[0044] During the game process, the virtual object controlled by the player can form a virtual team with other virtual objects with the same identity. In order to better complete virtual game tasks or share information in the game, multiple virtual objects in the same camp may need to send messages to each other to inform each other of the situation in the current game scene.

[0045] In related technologies, real-time information interaction is generally possible based on the team communication channel, and players can send the information that needs to be synchronized to the team communication channel for message sharing; however, for asymmetric games, in order to ensure the competitive balance between the two sides, it is generally set that messages cannot be sent in real time during the game. Only message templates used in the game can be pre-set outside the game, and players can select different messages to send through the candidate messages provided in the message template. However, the message template setting is relatively simple, which may lead to problems such as insufficient flexibility in message sending and inaccurate information.

[0046] Based on this, the embodiments of the present disclosure provide a method for sending information in a game to improve the accuracy and efficiency of message sending.

[0047] In one embodiment of the application, the method for sending information in the game can be run on a local mobile terminal or a server. When the method for sending information in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0048] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information sending method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0049] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0050] In an optional implementation, an embodiment of the present invention provides a method for sending information in a game, providing a graphical user interface through a mobile terminal, wherein the mobile terminal can be the local mobile terminal mentioned above (such as a local touch terminal), or can be a client device in the cloud interaction system mentioned above. The following is an example of the information sending method in the above game running on a local mobile terminal (hereinafter referred to as a mobile terminal).

[0051] See also Figure 1 , Figure 1 The present invention is a flowchart of a method for sending information in a game provided by an embodiment of the present invention.

[0052] like Figure 1 As shown in , the information sending method in the game provided by the embodiment of the present disclosure includes:

[0053] S101. In response to a message setting instruction, determine a plurality of quick messages including at least one missing field.

[0054] S102: Determine a target game element corresponding to the message setting instruction from the game scene.

[0055] S103: Determine target field information corresponding to the target game element.

[0056] S104: Fill the target field information into the empty fields corresponding to the multiple quick messages one by one, and generate a plurality of candidate messages corresponding to the multiple quick messages in the graphical user interface.

[0057] S105. In response to a selection operation on a target candidate message among the multiple candidate messages, control the first virtual object to send the target candidate message to a second virtual object in the game scene.

[0058] The information sending method in the game provided by the embodiment of the present disclosure, in response to a message setting instruction, determines multiple quick messages including at least one blank field, each quick message includes a common message content that has been set, and leaves blank the content that needs to be filled in by the player. The player can generate the corresponding target field information by selecting the corresponding target game element in the game scene, fill in the quick message, and obtain a candidate message that can be sent. Under the premise of not destroying the competitive balance of the game, while ensuring the accuracy of message sending, the efficiency of message sending can also be improved.

[0059] The following is a description of the exemplary steps of the embodiment of the present disclosure:

[0060] S101. In response to a message setting instruction, determine a plurality of quick messages including at least one missing field.

[0061] In the disclosed embodiment, during the game process, the virtual object controlled by the player can form a virtual team with other virtual objects with the same identity. In order to better complete the virtual game task or share information in the game, multiple virtual objects in the same camp may need to send messages to each other to inform each other of the situation in the current game scene.

[0062] In the related technology, it is generally possible to conduct real-time information interaction based on the intra-team communication channel. Players can send the information that needs to be synchronized to the intra-team communication channel for message sharing. In order to improve the convenience of players sending information and improve the efficiency of information sending, information templates that can be directly sent can also be pre-set. When sending information, players can directly select different information templates to send, which can reduce information input time and improve information sending efficiency. However, generally, information templates are set outside of the game match, and the information template setting is relatively simple, which may lead to inaccurate information sending.

[0063] In an embodiment of the present disclosure, at least one of multiple quick messages including blank fields may be displayed in a graphical user interface, wherein each quick message includes general message content that has been set, and the content that players need to fill in is left blank for players to fill in. This can improve the efficiency of message sending while ensuring the accuracy of message sending without destroying the competitive balance of the game.

[0064] In an optional implementation, the player may trigger the display of multiple quick messages for at least one vacant field by triggering an operation on a message control on a graphical user interface.

[0065] Specifically, the step of “determining a plurality of quick messages including at least one missing field” includes:

[0066] a1: In response to a trigger operation on the message control, a plurality of quick messages including at least one missing field are determined.

[0067] In an optional implementation, in order to reduce the obstruction of the game scene displayed in the graphical user interface by the message control and to reduce the overlap between the message control and other controls, the message control may be displayed in a blank position of the graphical user interface.

[0068] In an optional implementation, the triggering operation on the message control may be a touch operation on the message control or a click operation on the message control.

[0069] For example, when the terminal device is a mobile terminal, the trigger operation for the message control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the message control; when the terminal device is a PC, the trigger operation for the message control can be a click operation on the message control through an external input device (through a mouse click operation, etc.).

[0070] Further, after it is determined that a trigger operation for the message control is received, a plurality of quick messages may be displayed in the form of a message list in the graphical user interface.

[0071] In an optional implementation, different quick messages are efficiently arranged in order in the message list. If the display area of ​​the message list is limited and multiple quick messages cannot be displayed in full, a message switching control can be displayed in the message list. The player updates the quick messages displayed in the message list by triggering the message switching control, so that the player can view the quick messages in detail while reducing the obstruction of the graphical user interface by the message list, which helps to improve the efficiency of human-computer interaction and the player's gaming experience.

[0072] Furthermore, after displaying multiple quick messages in the graphical user interface, the player can select a target game element located in the game scene through a message setting instruction, and then fill the game element into the blank of the quick message to obtain a target message that can be sent.

[0073] S102: Determine a target game element corresponding to the message setting instruction from the game scene.

[0074] In the disclosed embodiment, the target game element includes at least one of the following:

[0075] A combination of scene location, virtual object, object skill, and scene location and virtual object.

[0076] Specifically, when generating a target message that can be sent, the target game element that can be selected to be filled in the quick message can be the scene position in the game scene. By sending a target message containing the scene position, the virtual objects belonging to the same game camp can be notified to move toward the scene position in the target message and then perform the corresponding game task; or the virtual objects belonging to the same game camp can be notified to move away from the scene position in the target message and then avoid the dangerous position; when generating a target message that can be sent, the target game element that can be selected to be filled in the quick message can be the virtual object in the game scene. By sending a target message containing the virtual object, the virtual objects belonging to the same camp can be notified to know the virtual identity of the special virtual object in the game scene, and then When generating a target message that can be sent, the target game element that can be selected to be filled in the quick message may be an object skill. By sending a target message containing the object skill, the corresponding virtual object is notified to release the corresponding object skill at the exact time, thereby improving the accuracy of the object skill release; when generating a target message that can be sent, the target game element that can be selected to be filled in the quick message may be a combination of a scene position and a virtual object. By sending a target message containing the combination of a scene position and a virtual object, the virtual objects belonging to the same camp can be notified to know the virtual identity and the position of the special virtual object in the game scene, thereby enabling the virtual objects that receive the message to choose to perform appropriate virtual behaviors to cooperate.

[0077] In an optional implementation, while displaying multiple quick messages in a message list, an element selection control may also be displayed in the message list. The player may enter a game element selection state by triggering the element selection control and complete the selection operation for the target game element in the game element selection state.

[0078] Specifically, the step of "determining a target game element corresponding to the message setting instruction from the game scene" includes:

[0079] b1: responding to a trigger operation on the element selection control and entering a game element selection state.

[0080] b2: In the game element selection state, determining a target game element corresponding to the message setting instruction from the game scene.

[0081] Specifically, the trigger operation for the element selection control may be a click operation for the element selection control, or may be a long press operation for the element selection control.

[0082] In an optional embodiment, after determining that a trigger operation of a player on an element selection control is received, it is determined that the game element selection state has been entered. In the game selection state, prompt information can be displayed in a graphical user interface. For example, if the target game element is a scene or a position, a position identifier can be displayed at an optional scene position in the game scene as prompt information to prompt the player that the game element selection state has been entered.

[0083] Furthermore, in the game selection state, the player can select the target game element in the game scene by issuing message setting instructions. For different types of game elements, the player's operations may be different. The selection operations for different types of target game elements will be explained below.

[0084] Specifically, when the target game element includes the scene position, the step of "determining the target game element corresponding to the message setting instruction from the game scene" includes:

[0085] c1: Displaying a location selection control in the graphical user interface.

[0086] c2: In response to a trigger operation on the position selection control, based on the operation position of the trigger operation, determine a scene position corresponding to the message setting instruction from the game scene.

[0087] In the disclosed embodiment, after it is determined that the player's message setting instruction is received, a position selection control is displayed in the graphical user interface. Specifically, the triggering operation for the position selection control can be a long press operation or a click operation.

[0088] Furthermore, after determining that a trigger operation for a position selection control is received, a position selection mark can be displayed in a graphical user interface, and the position selection mark can move in the game scene following the player's trigger operation, thereby selecting a scene position in the position game scene.

[0089] Specifically, the step of "responding to a trigger operation for the position selection control, and determining a scene position corresponding to the message setting instruction from the game scene based on the operation position of the trigger operation" includes:

[0090] d1: In response to a trigger operation for the position selection control, a position selection mark is provided in the game scene, and the position selection mark is configured to move in the game scene according to a change in an operation position of the trigger operation.

[0091] d2: In response to the trigger operation being completed, determining the scene position indicated by the position selection identifier as the scene position corresponding to the message setting instruction.

[0092] Specifically, the position selection mark can move in the graphical user interface following the player's trigger operation, and then select a position in the game scene according to the operation position of the trigger operation for the position selection mark, and then determine the scene position determined based on the message setting instruction.

[0093] In an optional implementation, the position selection mark may be displayed in the form of a crosshair mark.

[0094] In an optional implementation, when a scene position in a game scene is selected by a position selection mark, the selected scene position can be determined according to the degree of overlap between the position selection mark and the scene position in the game scene. If the position selection mark coincides with more than one scene position in the game scene at the same time, the scene position selected by the triggering operation is determined according to the degree of overlap between different scene positions and the position selection mark.

[0095] Exemplarily, when the position selection marker is moved in the game scene according to the trigger operation control for the position selection marker, there are overlapping parts with position A and position B at the same time, wherein the overlapping part between the position selection marker and position A accounts for 70% of the total area of ​​the position selection marker, and the overlapping part between the position selection marker and position B accounts for 30% of the total area of ​​the position selection marker. Then, at this time, it is determined that the scene position indicated by the position selection marker is position A.

[0096] In an optional embodiment, in order for the player to clearly determine the position indicated by the current position selection mark, the position mark can be displayed in real time according to the position of the position selection mark in the game scene to prompt the player, thereby further improving the human-computer interaction efficiency and the player's gaming experience.

[0097] Specifically, the information sending method further includes:

[0098] e1: Displaying in real time the position marker corresponding to the scene position indicated by the position selection marker.

[0099] In an optional implementation, the position selection marker displays the position marker of the corresponding scene position while moving in the game scene following the player's trigger operation. The position marker can be displayed in real time at the scene position corresponding to the game scene.

[0100] Exemplarily, the position marker may be text information. When the player moves the position selection marker to position A in the game scene through a trigger operation on the position selection marker, the position selection marker is displayed at position A of the game scene and the text information "position A" is displayed at the scene position.

[0101] In another optional embodiment, the location identifier can also be displayed in a message list that displays multiple quick messages, and a location display area is displayed in the message list. When the position selection identifier moves in the game scene following the player's trigger operation, the location identifier of the corresponding scene location is displayed. The location identifier can be displayed in real time in the position display area in the message list.

[0102] In an optional embodiment, when the target game element includes a scene position, multiple selectable mark positions can be directly displayed in the graphical user interface, and the player determines the target game element corresponding to the message setting instruction by selecting the multiple mark positions.

[0103] Specifically, the step of "determining a target game element corresponding to the message setting instruction from the game scene" includes:

[0104] f1: Displaying at least one marked position in the game scene within the field of view of the first virtual object in the graphical user interface.

[0105] f2: In response to a selection operation for the at least one marked position, determining a scene position corresponding to the message setting instruction from the game scene.

[0106] In an embodiment of the present disclosure, after determining that a message setting instruction of the player is received, the field of view of the first virtual object is determined, and a mark position that can be marked within the field of view of the first virtual object is determined, and at least one determined mark position is displayed in a graphical user interface.

[0107] In an optional embodiment, after displaying at least one marked position, a position marker may also be displayed in the graphical user interface. The player may move in the graphical user interface by triggering operations on the position marker and determine the scene position of the selected game scene based on the overlap between the position marker and each marked position.

[0108] In another optional implementation, the player may also directly select a mark position according to the operation position of the trigger operation through a trigger operation to determine the scene position of the selected game scene.

[0109] Furthermore, if the player does not need to select the marked position currently, the display of the marked position can be canceled by canceling the operation, thereby reducing the display of the marked position on the graphical user interface.

[0110] In an optional implementation, a cancel control may be displayed in the graphical user interface, and the player cancels the display of at least one marked position in the graphical user interface by triggering the cancel control.

[0111] In another optional embodiment, a cancel area may also be displayed in the graphical user interface. When it is determined that the operation position of the player's trigger operation is within the cancel area, or the player controls the position marker to move into the cancel area through the trigger operation, the display of at least one marked position in the graphical user interface is canceled.

[0112] Furthermore, similarly, when the position selection mark moves in the game scene following the trigger operation of the player, if it moves to the marked position, the position mark of the marked position is displayed. The specific display position and display form of the position mark are consistent with the display of the aforementioned position mark, and will not be repeated here.

[0113] In an optional implementation, in order to reduce the steps for players to screen scene positions or mark positions in the game scene, the scene position can also be directly input through the player's input operation, thereby improving the efficiency of determining the target game element in the scene.

[0114] Specifically, the step of "determining a target game element corresponding to the message setting instruction from the game scene" includes:

[0115] g1: Obtain at least one input position of the player through input operation, and determine the scene position corresponding to the message setting instruction from the game scene based on the input position.

[0116] In the disclosed example, the player can also input at least one input position through an input operation. Specifically, the input control can be displayed in a graphical user interface. When it is determined that a trigger operation of the player on the input control is received and the input state is entered, the input position input by the player can be captured, and the scene position corresponding to the message setting instruction can be determined.

[0117] In an optional embodiment, the input operation includes at least a voice input operation. When the input operation includes a voice input operation, if a trigger operation of the player for the input control is received, the input state is entered. At this time, the voice collection device (for example, a microphone) of the terminal device is turned on to collect the voice information input by the player, and the voice information is converted into text information, and then the position information in the text information is identified, and then the scene position corresponding to the message setting instruction is determined.

[0118] In another optional embodiment, the input operation may also include a text input operation. If a trigger operation of the player on the input control is received and the input state is entered, the player's input position can be determined through the player's operation in the input area of ​​the terminal device (for example, the virtual keyboard displayed in the graphical user interface), and then the scene position corresponding to the message setting instruction can be determined.

[0119] Furthermore, the player's input position can also be displayed at a preset position in the graphical user interface (for example, the input area in the message list) to prompt the player's current input position so that the player can determine whether the current input meets expectations, thereby improving the human-computer interaction efficiency and the player's gaming experience.

[0120] In an optional implementation, when the target game element includes the virtual object, the step of “determining the target game element corresponding to the message setting instruction from the game scene” includes:

[0121] h1: Displaying a list of candidate objects in the graphical user interface.

[0122] h2: In response to a selection operation on a virtual object in the candidate object list, determining a virtual object corresponding to the message setting instruction.

[0123] In an embodiment of the present disclosure, after it is determined that a message setting instruction has been received, a candidate object list can be displayed in a graphical user interface, the candidate object list including at least one candidate virtual object to be selected, and the player can select the virtual object corresponding to the message setting instruction through a selection operation on the candidate object.

[0124] In an optional implementation, an object selection control may be displayed in the message list, and the player issues a message setting instruction by performing a selection operation on the object selection control, thereby displaying a candidate object list in a graphical user interface.

[0125] In an optional implementation, the candidate object list may be displayed at a preset position in the message list, which may reduce the obstruction of the graphical user interface and further improve the human-computer interaction efficiency and player experience.

[0126] In an optional implementation, for the virtual objects displayed in the candidate object list, different display modes are correspondingly displayed according to whether the virtual objects belong to the same camp as the first virtual object.

[0127] Specifically, the step of "displaying the candidate object list in the graphical user interface" includes:

[0128] i1: displaying in the graphical user interface a candidate object list including at least one second virtual object belonging to the same camp as the first virtual object.

[0129] i2: Displaying a candidate object list including a plurality of third virtual objects in the graphical user interface; wherein the third virtual objects are virtual objects belonging to the same camp as the first virtual object, and / or virtual objects belonging to a different camp than the first virtual object.

[0130] In an optional implementation, only the second virtual object that belongs to the same camp as the first virtual object may be displayed in the candidate object list. The second virtual object that belongs to the same camp as the first virtual object is known to the first virtual object. Therefore, when displaying the candidate object list, all second virtual objects that belong to the same camp as the first virtual object may be displayed.

[0131] Furthermore, if the display area of ​​the candidate object list is limited and cannot display all of the multiple second virtual objects, an object switching control can be displayed in the candidate object list. The player can update the virtual objects displayed in the candidate object list by triggering the object switching control, so that the player can view the virtual objects in detail while reducing the obstruction of the graphical user interface by the candidate object list, which helps to improve the efficiency of human-computer interaction and the player's gaming experience.

[0132] In another optional implementation, the disclosed embodiment is directed to a game with an asymmetric gameplay. Specifically, an asymmetric gameplay is a game design concept in which players are divided into two or more camps or teams with obvious differences in resources, roles, capabilities or goals to increase the diversity and challenge of the game. Here, since the number of virtual objects contained in our camp and the enemy camp is different, in order to prevent our camp from directly and accurately locating the enemy virtual object and ensuring the balance of the game, for our camp, the object of the enemy camp cannot be intuitively determined. Therefore, when displaying the list of candidate virtual objects, it is necessary to display multiple third virtual objects. The third virtual object is a virtual object belonging to the same camp as the first virtual object, and / or a virtual object belonging to a different camp from the first virtual object. Whether it is a virtual object of the enemy camp, the player needs to make a judgment when selecting the virtual object, which can increase the balance of the game and avoid ending a game too quickly due to the imbalance of information objects in different camps, causing the player to repeatedly start the next game and increase the data processing capacity of the terminal device.

[0133] Furthermore, after the player has determined the target game element, the target game element can be stored so that when the player sends the target message again, the corresponding target game element can be directly found, reducing the steps for the player to enter the game scene again to determine the target game element, improving the efficiency of determining the target game element and sending the target message, and further improving the player's gaming experience.

[0134] Specifically, after the step of "determining the target game element corresponding to the message setting instruction from the game scene", the information sending method further includes:

[0135] j1: stores the target game element.

[0136] In an optional implementation, a storage control may be displayed in a graphical user interface, and the player stores the selected target game element by triggering an operation on the storage control.

[0137] Here, the storage control may be displayed at a preset position in the message list, and the triggering operation for the message control may be a long press operation or a click operation.

[0138] In an optional implementation, since the message contents corresponding to different scene positions or different virtual objects in different game scenes or different game time nodes are most likely different, the probability of duplication of the target message corresponding to the same target game element is low. Therefore, in order to save storage space of the terminal device, the number of target game elements that can be stored in the same time period is limited. Therefore, when storing the target game element, it is necessary to determine how to store the target game element based on whether there is a target game element already stored.

[0139] Specifically, the step of "storing the target game element" includes:

[0140] k1: In response to the existence of a historically stored game element, updating the historically stored game element to the target game element.

[0141] k2: In response to the absence of a historically stored game element, storing the target game element.

[0142] In the disclosed embodiment, the number of target game elements to be stored may be one. If it is determined that there is currently a historically stored game element, when storing the current target game element, the historically stored game element must be deleted before the current target game element is stored, i.e., the historically stored game element is updated to the target game element. If it is determined that there is currently no historically stored game element, the current target game element is directly stored.

[0143] For example, it is currently necessary to store the target game element A. If a historical game element B already exists in the storage space, the target game element A needs to be stored in the storage space after the historical game element B. If no game element is stored in the storage space, the target game element A is directly stored in the storage space, that is, to ensure that there is only one game element in the storage space at the same time.

[0144] Furthermore, after the target game element in the game scene is determined through the game instructions, it can be determined according to the target game element that it can be filled in the quick message containing the vacant field.

[0145] S103: Determine target field information corresponding to the target game element.

[0146] In an optional implementation, different methods are used to determine corresponding target field information for different target game elements, which will be described below respectively.

[0147] Specifically, the step of "determining the target field information corresponding to the target game element" includes:

[0148] l1: Determine a position identifier corresponding to the scene position as the target field information.

[0149] In the disclosed embodiment, when the target game element is a scene position, it is necessary to determine the position identifier of the scene position as the target field information.

[0150] Exemplarily, if the target game element determined by the message setting instruction is a scene position, and the scene position is determined to be scene position A, then the corresponding position identifier "scene position A" can be determined as the target field information.

[0151] In another optional implementation, the step of “determining target field information corresponding to the target game element” includes:

[0152] m1: Determine that the object identifier corresponding to the virtual object is the target field information.

[0153] In the embodiment of the present disclosure, when the target game element is a virtual object, it is necessary to determine the object identifier of the virtual object as the target field information.

[0154] The object identifier of the virtual object may be an object nickname of the virtual object, or an object identity, etc.

[0155] Exemplarily, if the target game element determined by the message setting instruction is a virtual object, and the object nickname of the virtual object is determined to be "virtual object X", then the corresponding object nickname "virtual object X" can be determined as the target field information at this time; if the target game element determined by the message setting instruction is a virtual object, and the object identity of the virtual object is determined to be "virtual supervisor", then the corresponding object identity "virtual supervisor" can be determined as the target field information at this time.

[0156] Furthermore, after the target field information is determined, it is necessary to fill the target field into the vacant fields of the multiple quick messages to obtain multiple candidate messages.

[0157] S104: Fill the target field information into the empty fields corresponding to the multiple quick messages one by one, and generate a plurality of candidate messages corresponding to the multiple quick messages in the graphical user interface.

[0158] In an optional implementation, when filling the target field information into the empty field of the quick message, it is necessary to fill in the target field information according to the field information type of the target field information and the field type corresponding to the empty field of the quick message.

[0159] Specifically, if the field information type corresponding to the target field information is scene position, then the target field needs to be filled in the empty field in the quick message whose field type is scene type; if the field information type corresponding to the target field information is virtual object, then the target field needs to be filled in the empty field in the quick message whose field type is virtual object.

[0160] Exemplarily, quick message A is "the target resource is at XX"; quick message B is "YY is a virtual enemy object"; quick message C is "ZZ is at XX". At this time, if the target field is "scene location M", it is necessary to fill "scene location M" into the empty field of quick message A to generate candidate message A "the target resource is at scene location M"; if the target field is "virtual object F", it is necessary to fill "virtual object Z" into the empty field of quick message B to generate candidate message B "virtual object F is a virtual enemy object"; and quick message C needs to be filled in with "virtual object F" and filled into the empty field of quick message C according to the field type to obtain candidate message C "virtual object F is at scene location M".

[0161] In an optional implementation, when filling the target field information into the vacant field of the quick message, multiple quick messages are filled at the same time to obtain multiple candidate messages.

[0162] Furthermore, after a plurality of candidate messages are determined, the first virtual object can be controlled to send a target candidate message toward the second virtual object through a selection operation on the plurality of candidate messages, thereby completing information synchronization in the game scene.

[0163] S105. In response to a selection operation on a target candidate message among the multiple candidate messages, control the first virtual object to send the target candidate message to a second virtual object in the game scene.

[0164] The second virtual object is a virtual object belonging to the same camp as the first virtual object, and / or a virtual object belonging to a different camp than the first virtual object.

[0165] In the disclosed embodiment, for the first virtual object, the second virtual object that belongs to the same camp as the first virtual object is known, and therefore, the target candidate message can be directly and specifically sent to the second virtual object that belongs to the same camp as the first virtual object; whether the second virtual object that belongs to a different camp from the first virtual object is a virtual object of the enemy camp requires the player to make a judgment when selecting the virtual object, and the first virtual object may make an error when selecting, and therefore, the target candidate message may also be sent to a virtual object that does not belong to the same camp as the first virtual object.

[0166] In an optional embodiment, a message sending control can be set at a preset position of each candidate message. When it is determined that a trigger operation for the message sending control is received, it is determined that the player has selected the corresponding candidate message, and the selected candidate message is determined as the target candidate message and sent to the second virtual object in the game scene.

[0167] In another optional implementation, a message sending control may be directly set, and all candidate messages may be directly sent by triggering the message sending control. However, this may lead to the possibility of sending errors, resulting in a decrease in the accuracy of message sending. Therefore, it is preferred to set a message sending control corresponding to each candidate message to send the message, which helps to improve the accuracy of message sending.

[0168] In an optional embodiment, in order to further improve the efficiency of players sending messages and reduce the steps for players to determine target game elements in the game scene, when generating candidate messages, the stored game elements can be directly generated into storage field information and filled into the empty fields of multiple quick messages to obtain the target candidate messages for sending.

[0169] Specifically, the information sending method further includes:

[0170] n1: In response to a message setting instruction, a target stored game element is determined from at least one pre-stored historical stored game element.

[0171] n2: Determine the storage field information corresponding to the target storage game element.

[0172] n3: Fill the storage field information into the empty fields corresponding to the multiple quick messages one by one, and generate multiple candidate messages corresponding to the multiple quick messages in the graphical user interface.

[0173] n4: In response to a selection operation on a target candidate message among the multiple candidate messages, controlling the first virtual object to send the target candidate message to the second virtual object.

[0174] In an optional embodiment, a storage element display control may be displayed in a message list displaying multiple quick messages. The player issues an element display instruction by triggering the storage element display control, thereby displaying a storage element list containing historical stored game elements. The player determines the target stored game element by selecting in the storage element list.

[0175] Furthermore, the storage field information is determined according to the target storage game element. Specifically, if the target storage game element is a scene position, the position identifier corresponding to the scene position is determined as the storage field information; if the target storage game element is a virtual object, the object identifier corresponding to the virtual object is determined as the storage field information.

[0176] Furthermore, the storage field information is filled into the vacant fields corresponding to the multiple quick messages to obtain multiple candidate messages, and through the selection operation on the candidate messages, the target candidate message to be sent is determined to be sent to the second virtual object.

[0177] Here, the method of filling the storage field information and determining the target candidate message is consistent with the above-mentioned method of filling the target field information into the empty field of the quick message and determining the target candidate message, and will not be repeated here.

[0178] In an optional implementation, after multiple candidate messages are determined, replacement field information can also be determined, and the multiple candidate messages can be replaced and updated based on the determined replacement field information. In this way, the accuracy and diversity of message determination can be improved, thereby improving the player's gaming experience.

[0179] Specifically, the information sending method further includes:

[0180] o1: In response to the message replacement instruction, multiple replacement messages are generated based on the determined replacement field information and multiple candidate messages.

[0181] o2: In response to a selection operation on a target replacement message among the multiple replacement messages, controlling the first virtual object to send the target replacement message to the second virtual object.

[0182] In an optional embodiment, an element replacement control may be displayed in a message list that displays multiple quick messages. The player issues an element replacement display instruction by triggering the element replacement control, thereby displaying a storage element list containing multiple replacement game elements. The player determines the target replacement game element by selecting in the storage element list.

[0183] Furthermore, the replacement field information is determined based on the target replacement game element. Specifically, if the target replacement game element is a scene position, the position identifier corresponding to the scene position is determined as the replacement field information; if the target replacement game element is a virtual object, the object identifier corresponding to the virtual object is determined as the replacement field information.

[0184] Furthermore, after the replacement field information is determined, it is determined whether field replacement can be performed based on multiple candidate messages, and multiple replacement messages are determined, thereby improving the accuracy of message generation.

[0185] Specifically, the step of “responding to the message replacement instruction, generating multiple replacement messages based on the determined replacement field information and multiple candidate messages” includes:

[0186] p1: In response to a message replacement instruction, based on the information type of the replacement field information, replace the information field of the same message type in the replacement messages that meet the preset replacement condition in the multiple replacement messages to generate multiple replacement messages.

[0187] In an optional implementation, when performing message replacement, it is necessary to determine candidate messages of the same type as the information type of the replacement field in the candidate messages according to the information type of the replacement field, and replace the relevant fields in the candidate messages.

[0188] Exemplarily, there are candidate message A "the target resource is at scene position M", candidate message B "virtual object F is a virtual enemy object" and candidate message C "virtual object F is at scene position M"; if the replacement field information contains scene position information, then candidate message A and candidate message C can be replaced; if the replacement field information contains virtual object information, then candidate message B and candidate message C can be replaced.

[0189] In an optional implementation, when a candidate message is replaced, the candidate message that meets a preset replacement condition may be replaced, so that the accuracy of message generation can be ensured.

[0190] The preset replacement conditions include:

[0191] The candidate message has not been sent and the candidate message has not been confirmed.

[0192] In an optional embodiment, candidate messages that can be replaced are messages that have been sent or confirmed by the player. These messages may be corrected and replaced. Messages that have been sent or confirmed by the player are already confirmed information. In order to avoid ambiguity in message sending and ensure the accuracy of message sending, it is necessary to determine that the messages that can be replaced are messages that have not been sent or confirmed by the player.

[0193] In an optional embodiment, similarly, a message sending control can be set at a preset position of each replacement message. When it is determined that a trigger operation for the message sending control is received, it is determined that the player has selected the corresponding replacement message, and the selected replacement message is determined as the target replacement message and sent to the second virtual object in the game scene.

[0194] The following is an example of how to send information in a game in the disclosed embodiment.

[0195] See also Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 2 As shown, a first virtual object 210 and a message control 220 are displayed in the graphical user interface, and the player can trigger the display of the message list by a trigger operation on the message control 220 .

[0196] For further information, see Figure 3 , Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 3 As shown, if it is determined that a trigger operation of the player on the message control 220 is received, a message list 230 is displayed in the graphical user interface 200, and the message list 230 includes multiple quick messages 231 with empty fields 2311; at the same time, different game element type information 232 is displayed at a preset position of the message list 230, and the player can adjust the selection of different game element types and the display of empty fields by switching different game element type information 232; an element selection control 233 is also displayed in the message list 230, and the player enters the game element selection state by triggering the element selection control 233, and then starts to select the target game element in the game scene.

[0197] For further information, see Figure 4 , Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 4 As shown, in the game element selection state, in response to the message setting instruction, the position selection mark 240 is displayed in the graphical user interface 200, and the player drags the position selection mark 240 to move in the game scene through a drag operation, and the position mark 250 corresponding to the corresponding scene position is displayed during the movement.

[0198] For further information, see Figure 5 , Figure 5 The fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 5As shown, in response to the message setting instruction, at least one marked position 260 located within the field of view of the first virtual object in the game scene is displayed in the graphical user interface 200, and the position identifier 250 is displayed at the position corresponding to the marked position 260; a cancel control 270 can be displayed in the graphical user interface 200, and the player cancels the display of at least one marked position 260 in the graphical user interface by triggering the cancel control 270. Alternatively, a cancel area 280 can also be displayed in the graphical user interface, and when it is determined that the operation position of the player's trigger operation is located in the cancel area 280, or the player controls the position identifier to move to the cancel area 280 through the trigger operation, the display of at least one marked position 260 in the graphical user interface is canceled.

[0199] For further information, see Figure 6 , Figure 6 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure is shown in FIG. Figure 6 As shown, the message list 230 also includes a storage control 234. By triggering the storage control 234, the selected target game element can be stored; the message list 230 also includes an input control 235. By triggering the input control 235, the player can directly input the corresponding input position.

[0200] For further information, see Figure 7 , Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 7 As shown, after the target game element is selected through the message setting instruction, the position identifier corresponding to the scene position can be displayed in the message list 230 in real time; and the position identifier corresponding to the scene position can be used as the target field to fill in the empty fields of multiple quick messages to generate multiple candidate messages; at the same time, a message sending control 236 is also displayed at the corresponding position of each candidate message, and the player sends the corresponding target candidate message to the second virtual object by triggering the message sending control 236.

[0201] For further information, see Figure 8 , Figure 8 The seventh schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 8 As shown, different game element type information 232 is displayed at a preset position in the message list 230. The player switches to the virtual object selection mode by selecting the virtual object type information 2321, and a candidate virtual object list 290 is displayed in the graphical user interface. A plurality of virtual objects to be selected are displayed in the candidate virtual object list 290.

[0202] For further information, see Fig. 9 , Fig. 9 The eighth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Fig. 9 As shown, by selecting the target virtual object 291 in the candidate virtual object list 290, the selected target virtual object 291 is determined, and the object identifier corresponding to the target virtual object 291 is used as the target field to fill in the vacant fields of multiple quick messages to generate multiple candidate messages; at the same time, a message sending control 236 is also displayed at the corresponding position of each candidate message, and the player sends the corresponding target candidate message to the second virtual object by triggering the message sending control 236.

[0203] The information sending method in the game provided by the embodiment of the present disclosure, in response to the message setting instruction, determines a plurality of quick messages including at least one vacant field; determines the target game element corresponding to the message setting instruction from the game scene; determines the target field information corresponding to the target game element; fills the target field information into the vacant fields corresponding to the plurality of quick messages one by one, and generates a plurality of candidate messages corresponding to the plurality of quick messages in the graphical user interface; in response to the selection operation of the target candidate message in the plurality of candidate messages, controls the first virtual object to send the target candidate message to the second virtual object in the game scene. In this way, in response to the message setting instruction, a plurality of quick messages including at least one vacant field are determined, each quick message contains the general message content that has been set, and the content that needs to be filled in by the player is vacant, the player can generate the corresponding target field information by selecting the corresponding target game element in the game scene, fill the quick message, and obtain the candidate message that can be sent, without destroying the competitive balance of the game, while ensuring the accuracy of message sending, the efficiency of message sending can also be improved.

[0204] Based on the same inventive concept, the embodiments of the present disclosure also provide an information sending device in the game corresponding to the information sending method in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the information sending method in the game mentioned above in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0205] See also Fig.10 , Fig.10 This is a schematic diagram of the structure of an information sending device in a game provided by an embodiment of the present disclosure. Fig.10 As shown in , the information sending device 1000 includes:

[0206] The quick message display module 1010 is used to determine a plurality of quick messages including at least one vacant field in response to a message setting instruction;

[0207] A game element determination module 1020, configured to determine a target game element corresponding to the message setting instruction from the game scene;

[0208] A field information determination module 1030 is used to determine target field information corresponding to the target game element;

[0209] A candidate message generating module 1040, configured to fill the target field information into the vacant fields corresponding to the plurality of quick messages one by one, and generate a plurality of candidate messages corresponding to the plurality of quick messages in the graphical user interface;

[0210] The candidate message sending module 1050 is used to control the first virtual object to send the target candidate message to the second virtual object in the game scene in response to a selection operation on the target candidate message among the multiple candidate messages.

[0211] In an optional implementation, the second virtual object is a virtual object belonging to the same camp as the first virtual object, and / or a virtual object belonging to a different camp than the first virtual object.

[0212] In an optional embodiment, the target game element includes at least one of the following:

[0213] A combination of scene location, virtual object, object skill, and scene location and virtual object.

[0214] In an optional implementation, when the target game element includes the scene position, when the game element determination module 1020 is used to determine the target game element corresponding to the message setting instruction from the game scene, the game element determination module 1020 is used to:

[0215] displaying a location selection control in the graphical user interface;

[0216] In response to a trigger operation for the position selection control, based on the operation position of the trigger operation, a scene position corresponding to the message setting instruction is determined from the game scene.

[0217] In an optional implementation, when the game element determination module 1020 is used to respond to a trigger operation for the position selection control and determine the scene position corresponding to the message setting instruction from the game scene based on the operation position of the trigger operation, the game element determination module 1020 is used to:

[0218] In response to a trigger operation for the position selection control, a position selection mark is provided in the game scene, and the position selection mark is configured to move in the game scene according to a change in an operation position of the trigger operation;

[0219] In response to the trigger operation ending, the scene position indicated by the position selection identifier is determined as the scene position corresponding to the message setting instruction.

[0220] In an optional implementation, the information sending device 1000 further includes an identification display module (not shown in the figure), and the identification display module is used to:

[0221] The position mark corresponding to the scene position indicated by the position selection mark is displayed in real time.

[0222] In an optional implementation, when the field information determination module 1030 is used to determine the target field information corresponding to the target game element, the field information determination module 1030 is used to:

[0223] A position identifier corresponding to the scene position is determined as the target field information.

[0224] In an optional implementation, when the target game element includes the scene position, when the game element determination module 1020 is used to determine the target game element corresponding to the message setting instruction from the game scene, the game element determination module 1020 is used to:

[0225] Displaying at least one marked position in the game scene within the field of view of the first virtual object in the graphical user interface;

[0226] In response to a selection operation for the at least one marked position, a scene position corresponding to the message setting instruction is determined from the game scene.

[0227] In an optional implementation, when the target game element includes the scene position, when the game element determination module 1020 is used to determine the target game element corresponding to the message setting instruction from the game scene, the game element determination module 1020 is used to:

[0228] Acquire at least one input position of the player through input operation, and determine a scene position corresponding to the message setting instruction from the game scene based on the input position;

[0229] Wherein, the input operation at least includes a voice input operation.

[0230] In an optional implementation, the information sending device 1000 further includes an element storage module (not shown in the figure), and the element storage module is used to:

[0231] The target game element is stored.

[0232] In an optional implementation, when the element storage module is used to store the target game element, the element storage module is used to:

[0233] In response to the existence of a historically stored game element, updating the historically stored game element to the target game element;

[0234] In response to the absence of a historically stored game element, the target game element is stored.

[0235] In an optional implementation, the graphical user interface includes a message control; when the quick message display module 1010 is used to determine a plurality of quick messages including at least one vacant field, the quick message display module 1010 is used to:

[0236] In response to a trigger operation on the message control, determining a plurality of quick messages including at least one vacant field;

[0237] Wherein, the multiple quick messages are displayed in the form of a message list.

[0238] In an optional implementation, an element selection control is displayed in the message list; when the game element determination module 1020 is used to determine the target game element corresponding to the message setting instruction from the game scene, the game element determination module 1020 is used to:

[0239] In response to a trigger operation on the element selection control, entering a game element selection state;

[0240] In the game element selection state, a target game element corresponding to the message setting instruction is determined from the game scene.

[0241] In an optional implementation, when the target game element includes the virtual object, when the game element determination module 1020 is used to determine the target game element corresponding to the message setting instruction from the game scene, the game element determination module 1020 is used to:

[0242] displaying a list of candidate objects in the graphical user interface;

[0243] In response to a selection operation on a virtual object in the candidate object list, a virtual object corresponding to the message setting instruction is determined.

[0244] In an optional implementation, when the game element determination module 1020 is used to display the candidate object list in the graphical user interface, the game element determination module 1020 is used to:

[0245] Displaying in the graphical user interface a candidate object list including at least one second virtual object belonging to the same camp as the first virtual object; or,

[0246] A candidate object list including a plurality of third virtual objects is displayed in the graphical user interface; wherein the third virtual objects are virtual objects belonging to the same camp as the first virtual object, and / or virtual objects belonging to a different camp than the first virtual object.

[0247] In an optional implementation, when the field information determination module 1030 is used to determine the target field information corresponding to the target game element, the field information determination module 1030 is used to:

[0248] An object identifier corresponding to the virtual object is determined as the target field information.

[0249] In an optional implementation, the information sending device 1000 further includes a stored message sending module (not shown in the figure), and the stored message sending module is used to:

[0250] In response to the message setting instruction, determining a target stored game element from at least one pre-stored historical stored game element;

[0251] Determine storage field information corresponding to the target storage game element;

[0252] Filling the storage field information into the empty fields corresponding to the multiple quick messages one by one, and generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface;

[0253] In response to a selection operation on a target candidate message among the plurality of candidate messages, the first virtual object is controlled to send the target candidate message to the second virtual object.

[0254] In an optional implementation, the information sending device 1000 further includes a message replacement sending module (not shown in the figure), and the message replacement sending module is used to:

[0255] In response to the message replacement instruction, generating multiple replacement messages based on the determined replacement field information and the multiple candidate messages;

[0256] In response to a selection operation on a target replacement message among the plurality of replacement messages, the first virtual object is controlled to send the target replacement message to the second virtual object.

[0257] In an optional implementation, when the message replacement sending module is used to generate multiple replacement messages in response to the message replacement instruction based on the determined replacement field information and multiple candidate messages, the message replacement sending module is used to:

[0258] In response to the message replacement instruction, based on the information type of the replacement field information, the information fields of the same message type in the candidate messages that meet the preset replacement conditions among the multiple candidate messages are replaced to generate multiple replacement messages.

[0259] In an optional implementation, the preset replacement condition includes:

[0260] The candidate message has not been sent and the candidate message has not been confirmed.

[0261] The information sending device in the game provided by the embodiment of the present disclosure, in response to the message setting instruction, determines multiple quick messages including at least one vacant field; determines the target game element corresponding to the message setting instruction from the game scene; determines the target field information corresponding to the target game element; fills the target field information into the vacant fields corresponding to the multiple quick messages one by one, and generates multiple candidate messages corresponding to the multiple quick messages in the graphical user interface; in response to the selection operation of the target candidate message in the multiple candidate messages, controls the first virtual object to send the target candidate message to the second virtual object in the game scene. In this way, in response to the message setting instruction, multiple quick messages including at least one vacant field are determined, each quick message contains the general message content that has been set, and the content that needs to be filled in by the player is vacant, and the player can generate the corresponding target field information by selecting the corresponding target game element in the game scene, fill the quick message, and obtain the candidate message that can be sent. Under the premise of not destroying the competitive balance of the game, while ensuring the accuracy of message sending, the efficiency of message sending can also be improved.

[0262] See also Fig.11 , Fig.11 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.11 As shown in , the electronic device 1100 includes a processor 1110 , a memory 1120 and a bus 1130 .

[0263] The memory 1120 stores machine-readable instructions executable by the processor 1110. When the electronic device 1100 is running, the processor 1110 communicates with the memory 1120 via the bus 1130, so that the processor 1110 executes the following instructions when running:

[0264] In response to the message setting instruction, determining a plurality of quick messages including at least one empty field;

[0265] Determining a target game element corresponding to the message setting instruction from the game scene;

[0266] Determine target field information corresponding to the target game element;

[0267] Filling the target field information into the empty fields corresponding to the multiple quick messages one by one, and generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface;

[0268] In response to a selection operation on a target candidate message among the plurality of candidate messages, the first virtual object is controlled to send the target candidate message to a second virtual object in the game scene.

[0269] In an optional implementation, the second virtual object is a virtual object belonging to the same camp as the first virtual object, and / or a virtual object belonging to a different camp than the first virtual object.

[0270] In an optional implementation, the target game element includes at least one of the following:

[0271] A combination of scene location, virtual object, object skill, and scene location and virtual object.

[0272] In an optional implementation, in the instructions executed by the processor 1110, when the target game element includes the scene position, determining the target game element corresponding to the message setting instruction from the game scene includes:

[0273] displaying a location selection control in the graphical user interface;

[0274] In response to a trigger operation for the position selection control, based on the operation position of the trigger operation, a scene position corresponding to the message setting instruction is determined from the game scene.

[0275] In an optional implementation, in the instructions executed by the processor 1110, the response to the trigger operation of the position selection control, based on the operation position of the trigger operation, determines the scene position corresponding to the message setting instruction from the game scene, including:

[0276] In response to a trigger operation for the position selection control, a position selection mark is provided in the game scene, and the position selection mark is configured to move in the game scene according to a change in an operation position of the trigger operation;

[0277] In response to the trigger operation ending, the scene position indicated by the position selection identifier is determined as the scene position corresponding to the message setting instruction.

[0278] In an optional implementation manner, the instructions executed by the processor 1110 further include:

[0279] The position mark corresponding to the scene position indicated by the position selection mark is displayed in real time.

[0280] In an optional implementation, in the instructions executed by the processor 1110, the determining of the target field information corresponding to the target game element includes:

[0281] A position identifier corresponding to the scene position is determined as the target field information.

[0282] In an optional implementation, in the instructions executed by the processor 1110, when the target game element includes the scene position, determining the target game element corresponding to the message setting instruction from the game scene includes:

[0283] Displaying at least one marked position in the game scene within the field of view of the first virtual object in the graphical user interface;

[0284] In response to a selection operation for the at least one marked position, a scene position corresponding to the message setting instruction is determined from the game scene.

[0285] In an optional implementation, in the instructions executed by the processor 1110, when the target game element includes the scene position, determining the target game element corresponding to the message setting instruction from the game scene includes:

[0286] Acquire at least one input position of the player through input operation, and determine a scene position corresponding to the message setting instruction from the game scene based on the input position;

[0287] Wherein, the input operation at least includes a voice input operation.

[0288] In an optional implementation manner, the instructions executed by the processor 1110 further include:

[0289] The target game element is stored.

[0290] In an optional implementation manner, in the instructions executed by the processor 1110, storing the target game element includes:

[0291] In response to the existence of a historically stored game element, updating the historically stored game element to the target game element;

[0292] In response to the absence of a historically stored game element, the target game element is stored.

[0293] In an optional implementation, in the instructions executed by the processor 1110, the graphical user interface includes a message control; and the determining includes a plurality of quick messages including at least one vacant field, comprising:

[0294] In response to a trigger operation on the message control, determining a plurality of quick messages including at least one vacant field;

[0295] Wherein, the multiple quick messages are displayed in the form of a message list.

[0296] In an optional implementation, in the instructions executed by the processor 1110, an element selection control is displayed in the message list; and determining the target game element corresponding to the message setting instruction from the game scene includes:

[0297] In response to a trigger operation on the element selection control, entering a game element selection state;

[0298] In the game element selection state, a target game element corresponding to the message setting instruction is determined from the game scene.

[0299] In an optional implementation, in the instructions executed by the processor 1110, when the target game element includes the virtual object, determining the target game element corresponding to the message setting instruction from the game scene includes:

[0300] displaying a list of candidate objects in the graphical user interface;

[0301] In response to a selection operation on a virtual object in the candidate object list, a virtual object corresponding to the message setting instruction is determined.

[0302] In an optional implementation, in the instructions executed by the processor 1110, displaying the candidate object list in the graphical user interface includes:

[0303] Displaying in the graphical user interface a candidate object list including at least one second virtual object belonging to the same camp as the first virtual object; or,

[0304] A candidate object list including a plurality of third virtual objects is displayed in the graphical user interface; wherein the third virtual objects are virtual objects belonging to the same camp as the first virtual object, and / or virtual objects belonging to a different camp than the first virtual object.

[0305] In an optional implementation, in the instructions executed by the processor 1110, the determining of the target field information corresponding to the target game element includes:

[0306] An object identifier corresponding to the virtual object is determined as the target field information.

[0307] In an optional implementation manner, the instructions executed by the processor 1110 further include:

[0308] In response to the message setting instruction, determining a target stored game element from at least one pre-stored historical stored game element;

[0309] Determine storage field information corresponding to the target storage game element;

[0310] Filling the storage field information into the empty fields corresponding to the multiple quick messages one by one, and generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface;

[0311] In response to a selection operation on a target candidate message among the plurality of candidate messages, the first virtual object is controlled to send the target candidate message to the second virtual object.

[0312] In an optional implementation manner, the instructions executed by the processor 1110 further include:

[0313] In response to the message replacement instruction, generating multiple replacement messages based on the determined replacement field information and the multiple candidate messages;

[0314] In response to a selection operation on a target replacement message among the plurality of replacement messages, the first virtual object is controlled to send the target replacement message to the second virtual object.

[0315] In an optional implementation, in the instructions executed by the processor 1110, in response to the message replacement instruction, generating multiple replacement messages based on the determined replacement field information and multiple candidate messages includes:

[0316] In response to the message replacement instruction, based on the information type of the replacement field information, the information fields of the same message type in the candidate messages that meet the preset replacement conditions among the multiple candidate messages are replaced to generate multiple replacement messages.

[0317] In an optional implementation manner, the preset replacement condition includes:

[0318] The candidate message has not been sent and the candidate message has not been confirmed.

[0319] In the above manner, in response to the message setting instruction, multiple quick messages including at least one vacant field are determined, each quick message contains the general message content that has been set, and the content that needs to be filled in by the player is left blank. The player can generate the corresponding target field information by selecting the corresponding target game element in the game scene, fill in the quick message, and obtain the candidate message that can be sent. Under the premise of not destroying the competitive balance of the game, while ensuring the accuracy of message sending, the efficiency of message sending can also be improved. At the same time, the player updates the quick message displayed in the message list through the trigger operation of the message switching control, so that the player can reduce the occlusion of the graphical user interface by the message list while viewing the quick message in detail, which helps to improve the human-computer interaction efficiency and the player's game experience; at the same time, in order for the player to clearly determine the position indicated by the current position selection mark, the position mark can be displayed in real time according to the position of the position selection mark in the game scene, and the player is prompted, further improving the human-computer interaction efficiency and the player's game experience; at the same time, in order to reduce the player's screening steps for the scene position or the marked position in the game scene, the scene position can also be directly input through the player's input operation. At the same time, after the player determines the target game element, the target game element can be stored so that when the player sends the target message again, the corresponding target game element can be directly found, reducing the steps for the player to enter the game scene again to determine the target game element, improving the efficiency of determining the target game element and sending the target message, and further improving the player's gaming experience; at the same time, after determining multiple candidate messages, the replacement field information can also be determined, and the multiple candidate messages can be replaced and updated according to the determined replacement field information. In this way, the accuracy and diversity of message determination can be improved, thereby improving the player's gaming experience.

[0320] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:

[0321] Determining a plurality of quick messages including at least one missing field;

[0322] Determining a target game element corresponding to the message setting instruction from the game scene;

[0323] Determine target field information corresponding to the target game element;

[0324] Filling the target field information into the empty fields corresponding to the multiple quick messages one by one, and generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface;

[0325] In response to a selection operation on a target candidate message among the plurality of candidate messages, the first virtual object is controlled to send the target candidate message to a second virtual object in the game scene.

[0326] In an optional implementation, the second virtual object is a virtual object belonging to the same camp as the first virtual object, and / or a virtual object belonging to a different camp than the first virtual object.

[0327] In an optional implementation, the target game element includes at least one of the following:

[0328] A combination of scene location, virtual object, object skill, and scene location and virtual object.

[0329] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the target game element includes the scene position, determining the target game element corresponding to the message setting instruction from the game scene includes:

[0330] displaying a location selection control in the graphical user interface;

[0331] In response to a trigger operation for the position selection control, based on the operation position of the trigger operation, a scene position corresponding to the message setting instruction is determined from the game scene.

[0332] In an optional implementation, in the instructions executed by the computer-readable storage medium, the response to the trigger operation of the position selection control, based on the operation position of the trigger operation, determines the scene position corresponding to the message setting instruction from the game scene, including:

[0333] In response to a trigger operation for the position selection control, a position selection mark is provided in the game scene, and the position selection mark is configured to move in the game scene according to a change in an operation position of the trigger operation;

[0334] In response to the trigger operation ending, the scene position indicated by the position selection identifier is determined as the scene position corresponding to the message setting instruction.

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

[0336] The position mark corresponding to the scene position indicated by the position selection mark is displayed in real time.

[0337] In an optional implementation, in the instructions executed by the computer-readable storage medium, the determining the target field information corresponding to the target game element includes:

[0338] A position identifier corresponding to the scene position is determined as the target field information.

[0339] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the target game element includes the scene position, determining the target game element corresponding to the message setting instruction from the game scene includes:

[0340] Displaying at least one marked position in the game scene within the field of view of the first virtual object in the graphical user interface;

[0341] In response to a selection operation for the at least one marked position, a scene position corresponding to the message setting instruction is determined from the game scene.

[0342] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the target game element includes the scene position, determining the target game element corresponding to the message setting instruction from the game scene includes:

[0343] Acquire at least one input position of the player through input operation, and determine a scene position corresponding to the message setting instruction from the game scene based on the input position;

[0344] Wherein, the input operation at least includes a voice input operation.

[0345] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0346] The target game element is stored.

[0347] In an optional implementation, in the instructions executed by the computer-readable storage medium, storing the target game element includes:

[0348] In response to the existence of a historically stored game element, updating the historically stored game element to the target game element;

[0349] In response to the absence of a historically stored game element, the target game element is stored.

[0350] In an optional implementation, in the instructions executed by the computer-readable storage medium, the graphical user interface includes a message control; and the determining of the plurality of quick messages including at least one missing field comprises:

[0351] In response to a trigger operation on the message control, determining a plurality of quick messages including at least one vacant field;

[0352] Wherein, the multiple quick messages are displayed in the form of a message list.

[0353] In an optional implementation, in the instructions executed by the computer-readable storage medium, an element selection control is displayed in the message list; and determining the target game element corresponding to the message setting instruction from the game scene includes:

[0354] In response to a trigger operation on the element selection control, entering a game element selection state;

[0355] In the game element selection state, a target game element corresponding to the message setting instruction is determined from the game scene.

[0356] In an optional implementation, in the instructions executed by a computer-readable storage medium, when the target game element includes the virtual object, determining the target game element corresponding to the message setting instruction from the game scene includes:

[0357] displaying a list of candidate objects in the graphical user interface;

[0358] In response to a selection operation on a virtual object in the candidate object list, a virtual object corresponding to the message setting instruction is determined.

[0359] In an optional implementation, in the instructions executed by the computer-readable storage medium, displaying the candidate object list in the graphical user interface includes:

[0360] Displaying in the graphical user interface a candidate object list including at least one second virtual object belonging to the same camp as the first virtual object; or,

[0361] A candidate object list including a plurality of third virtual objects is displayed in the graphical user interface; wherein the third virtual objects are virtual objects belonging to the same camp as the first virtual object, and / or virtual objects belonging to a different camp than the first virtual object.

[0362] In an optional implementation, in the instructions executed by the computer-readable storage medium, the determining the target field information corresponding to the target game element includes:

[0363] An object identifier corresponding to the virtual object is determined as the target field information.

[0364] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0365] In response to the message setting instruction, determining a target stored game element from at least one pre-stored historical stored game element;

[0366] Determine storage field information corresponding to the target storage game element;

[0367] Filling the storage field information into the empty fields corresponding to the multiple quick messages one by one, and generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface;

[0368] In response to a selection operation on a target candidate message among the plurality of candidate messages, the first virtual object is controlled to send the target candidate message to the second virtual object.

[0369] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0370] In response to the message replacement instruction, generating multiple replacement messages based on the determined replacement field information and the multiple candidate messages;

[0371] In response to a selection operation on a target replacement message among the plurality of replacement messages, the first virtual object is controlled to send the target replacement message to the second virtual object.

[0372] In an optional implementation, in the instructions executed by the computer-readable storage medium, the generating of multiple replacement messages based on the determined replacement field information and multiple candidate messages in response to the message replacement instruction includes:

[0373] In response to the message replacement instruction, based on the information type of the replacement field information, the information fields of the same message type in the candidate messages that meet the preset replacement conditions among the multiple candidate messages are replaced to generate multiple replacement messages.

[0374] In an optional implementation manner, the preset replacement condition includes:

[0375] The candidate message has not been sent and the candidate message has not been confirmed.

[0376] In the above manner, in response to the message setting instruction, multiple quick messages including at least one vacant field are determined, each quick message contains the general message content that has been set, and the content that needs to be filled in by the player is left blank. The player can generate the corresponding target field information by selecting the corresponding target game element in the game scene, fill in the quick message, and obtain the candidate message that can be sent. Under the premise of not destroying the competitive balance of the game, while ensuring the accuracy of message sending, the efficiency of message sending can also be improved. At the same time, the player updates the quick message displayed in the message list through the trigger operation of the message switching control, so that the player can reduce the occlusion of the graphical user interface by the message list while viewing the quick message in detail, which helps to improve the human-computer interaction efficiency and the player's game experience; at the same time, in order for the player to clearly determine the position indicated by the current position selection mark, the position mark can be displayed in real time according to the position of the position selection mark in the game scene, and the player is prompted, further improving the human-computer interaction efficiency and the player's game experience; at the same time, in order to reduce the player's screening steps for the scene position or the marked position in the game scene, the scene position can also be directly input through the player's input operation. At the same time, after the player determines the target game element, the target game element can be stored so that when the player sends the target message again, the corresponding target game element can be directly found, reducing the steps for the player to enter the game scene again to determine the target game element, improving the efficiency of determining the target game element and sending the target message, and further improving the player's gaming experience; at the same time, after determining multiple candidate messages, the replacement field information can also be determined, and the multiple candidate messages can be replaced and updated according to the determined replacement field information. In this way, the accuracy and diversity of message determination can be improved, thereby improving the player's gaming experience.

[0377] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0378] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0379] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0380] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0381] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0382] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.

Claims

1. A method for sending information in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual object controlled by the terminal device; the information sending method includes: In response to the message setting instruction, determining a plurality of quick messages including at least one empty field; Determining a target game element corresponding to the message setting instruction from the game scene; Determine target field information corresponding to the target game element; Filling the target field information into the empty fields corresponding to the multiple quick messages one by one, and generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface; In response to a selection operation on a target candidate message among the plurality of candidate messages, the first virtual object is controlled to send the target candidate message to a second virtual object in the game scene.

2. The information sending method according to claim 1, characterized in that: The second virtual object is a virtual object belonging to the same camp as the first virtual object, and / or a virtual object belonging to a different camp than the first virtual object.

3. The information sending method according to claim 1, characterized in that: The target game element includes at least one of the following: A combination of scene location, virtual object, object skill, and scene location and virtual object.

4. The information sending method according to claim 3, characterized in that: When the target game element includes the scene position, the step of determining the target game element corresponding to the message setting instruction from the game scene includes: displaying a location selection control in the graphical user interface; In response to a trigger operation for the position selection control, based on the operation position of the trigger operation, a scene position corresponding to the message setting instruction is determined from the game scene.

5. The information sending method according to claim 4, characterized in that: The step of determining, in response to a trigger operation of the position selection control, a scene position corresponding to the message setting instruction from the game scene based on the operation position of the trigger operation, comprises: In response to a trigger operation for the position selection control, a position selection mark is provided in the game scene, and the position selection mark is configured to move in the game scene according to a change in an operation position of the trigger operation; In response to the trigger operation ending, the scene position indicated by the position selection identifier is determined as the scene position corresponding to the message setting instruction.

6. The information sending method according to claim 5, characterized in that: The information sending method further includes: The position mark corresponding to the scene position indicated by the position selection mark is displayed in real time.

7. The information sending method according to claim 6, characterized in that: The step of determining the target field information corresponding to the target game element comprises: A position identifier corresponding to the scene position is determined as the target field information.

8. The information sending method according to claim 3, characterized in that: When the target game element includes the scene position, the step of determining the target game element corresponding to the message setting instruction from the game scene includes: Displaying at least one marked position in the game scene within the field of view of the first virtual object in the graphical user interface; In response to a selection operation for the at least one marked position, a scene position corresponding to the message setting instruction is determined from the game scene.

9. The information sending method according to claim 3, characterized in that: When the target game element includes the scene position, the step of determining the target game element corresponding to the message setting instruction from the game scene includes: Acquire at least one input position of the player through input operation, and determine a scene position corresponding to the message setting instruction from the game scene based on the input position; Wherein, the input operation at least includes a voice input operation.

10. The information sending method according to claim 1, characterized in that: After the step of determining the target game element corresponding to the message setting instruction from the game scene, the information sending method further includes: The target game element is stored.

11. The information sending method according to claim 10, characterized in that: The step of storing the target game element comprises: In response to the existence of a historically stored game element, updating the historically stored game element to the target game element; In response to the absence of a historically stored game element, the target game element is stored.

12. The information sending method according to claim 1, characterized in that: The graphical user interface includes a message control; the step of determining a plurality of quick messages including at least one vacant field comprises: In response to a trigger operation on the message control, determining a plurality of quick messages including at least one vacant field; Wherein, the multiple quick messages are displayed in the form of a message list.

13. The information sending method according to claim 12, characterized in that: The message list displays an element selection control; the step of determining a target game element corresponding to the message setting instruction from the game scene comprises: In response to a trigger operation on the element selection control, entering a game element selection state; In the game element selection state, a target game element corresponding to the message setting instruction is determined from the game scene.

14. The information sending method according to claim 3, characterized in that: When the target game element includes the virtual object, the step of determining the target game element corresponding to the message setting instruction from the game scene includes: displaying a list of candidate objects in the graphical user interface; In response to a selection operation on a virtual object in the candidate object list, a virtual object corresponding to the message setting instruction is determined.

15. The information sending method according to claim 14, characterized in that: The step of displaying the candidate object list in the graphical user interface comprises: Displaying in the graphical user interface a candidate object list including at least one second virtual object belonging to the same camp as the first virtual object; or, A candidate object list including a plurality of third virtual objects is displayed in the graphical user interface; wherein the third virtual objects are virtual objects belonging to the same camp as the first virtual object, and / or virtual objects belonging to a different camp than the first virtual object.

16. The information sending method according to claim 14, characterized in that: The step of determining the target field information corresponding to the target game element comprises: An object identifier corresponding to the virtual object is determined as the target field information.

17. The information sending method according to claim 11, characterized in that: The information sending method further includes: In response to the message setting instruction, determining a target stored game element from at least one pre-stored historical stored game element; Determine storage field information corresponding to the target storage game element; Filling the storage field information into the empty fields corresponding to the multiple quick messages one by one, and generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface; In response to a selection operation on a target candidate message among the plurality of candidate messages, the first virtual object is controlled to send the target candidate message to the second virtual object.

18. The information sending method according to claim 11, characterized in that: The information sending method further includes: In response to the message replacement instruction, generating multiple replacement messages based on the determined replacement field information and the multiple candidate messages; In response to a selection operation on a target replacement message among the plurality of replacement messages, the first virtual object is controlled to send the target replacement message to the second virtual object.

19. The information sending method according to claim 18, characterized in that: The step of generating multiple replacement messages in response to the message replacement instruction based on the determined replacement field information and multiple candidate messages includes: In response to the message replacement instruction, based on the information type of the replacement field information, the information fields of the same message type in the candidate messages that meet the preset replacement conditions among the multiple candidate messages are replaced to generate multiple replacement messages.

20. The information sending method according to claim 19, characterized in that: The preset replacement conditions include: The candidate message has not been sent and the candidate message has not been confirmed.

21. An information sending device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the game scene includes a first virtual object controlled by the terminal device; and the information sending device includes: A quick message display module, for determining, in response to a message setting instruction, a plurality of quick messages including at least one vacant field; A game element determination module, used to determine a target game element corresponding to the message setting instruction from the game scene; A field information determination module, used to determine target field information corresponding to the target game element; A candidate message generation module, used to fill the target field information into the vacant fields corresponding to the multiple quick messages one by one, and generate multiple candidate messages corresponding to the multiple quick messages in the graphical user interface; The candidate message sending module is used to respond to a selection operation on a target candidate message among the multiple candidate messages and control the first virtual object to send the target candidate message to the second virtual object in the game scene.

22. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of the method for sending information in a game as described in any one of claims 1 to 20.

23. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for sending information in a game as described in any one of claims 1 to 20 are executed.

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