Information transmission methods, devices, electronic devices, and readable storage media in games

By generating and populating empty fields in the game with quick messages, the problem of monotonous message templates in asymmetrical gameplay is solved. This improves the accuracy and efficiency of message sending without disrupting the competitive balance, thus enhancing the information interaction experience.

CN119633375BActive Publication Date: 2026-03-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510135228.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-02-06
Publication Date
2026-03-06
Estimated Expiration
2045-02-06

AI Technical Summary

Technical Problem

In asymmetrical games, existing technologies have relatively simple message template settings, resulting in insufficient flexibility in message sending and inaccurate information. This makes it impossible to improve the accuracy and efficiency of message sending without disrupting the competitive balance of the game.

Method used

By displaying multiple quick messages with missing fields in the graphical user interface, players can select the target game element to generate the corresponding target field information, fill it into the quick message, generate candidate messages, and send them, ensuring the accuracy and efficiency of message sending.

Benefits of technology

Without disrupting the game's competitive balance, the accuracy and efficiency of message sending have been improved, enhancing players' information interaction experience within the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a method, apparatus, electronic device, and readable storage medium for sending information in a game. In response to a message setting instruction, it determines multiple quick messages, each including at least one empty field; identifies a target game element corresponding to the message setting instruction from the game scene; determines target field information corresponding to the target game element; fills the empty fields corresponding to the multiple quick messages one by one with the target field information; generates multiple candidate messages corresponding to the multiple quick messages in a graphical user interface; and, in response to a selection operation for a target candidate message among the multiple candidate messages, controls a first virtual object to send the target candidate message to a second virtual object in the game scene. Thus, without disrupting the game's competitive balance, it ensures the accuracy of message sending while also improving message sending efficiency.
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Description

Technical Field

[0001] This disclosure relates to the field of human-computer interaction technology, and in particular to methods, devices, electronic devices and readable storage media for sending information in games. Background Technology

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

[0003] In related technologies, real-time information exchange is typically conducted via an in-team communication channel, where players can send messages to share information that needs to be synchronized. However, for asymmetrical games, to ensure competitive balance between the two sides, it's generally designed so that real-time messaging is not possible during gameplay. Instead, in-game message templates can be pre-set outside the game, allowing players to select different messages from the available options within the templates. However, message template settings are relatively limited, potentially leading to insufficient messaging flexibility and inaccurate information. Summary of the Invention

[0004] In view of this, the purpose of this 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 empty field. Each quick message contains pre-set general message content and leaves blank the content that needs to be filled in by the player. The player can generate corresponding target field information by selecting the corresponding target game element in the game scene to fill in the quick message and obtain candidate messages that can be sent. Without disrupting the competitive balance of the game, the accuracy of message sending can be guaranteed while improving the efficiency of message sending.

[0005] In a first aspect, embodiments of this disclosure provide a method for sending information in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a first virtual object controlled by the terminal device. The information sending method includes:

[0006] In response to a message setting command, identify multiple quick messages that include at least one empty field;

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

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

[0009] The target field information is filled into the empty fields corresponding to the multiple quick messages one by one, and multiple candidate messages corresponding to the multiple quick messages are generated in the graphical user interface;

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

[0011] Secondly, embodiments of this disclosure also provide an information sending device for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a first virtual object controlled by the terminal device; the information sending device includes:

[0012] The quick message display module is used to respond to message setting instructions and determine multiple quick messages, including at least one empty field.

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

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

[0015] The candidate message generation module is used to fill the target field information one by one into the empty fields corresponding to the multiple quick messages, 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 the selection operation of the 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] Thirdly, embodiments of this disclosure also provide an electronic device, including: 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 perform the information sending method in the game as described in the first aspect.

[0018] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the information sending method in the game as described in the first aspect.

[0019] The information sending method, apparatus, electronic device, and readable storage medium provided in this disclosure, in response to a message setting instruction, determine multiple quick messages, each including at least one empty field; determine a target game element corresponding to the message setting instruction from the game scene; determine target field information corresponding to the target game element; fill the empty fields corresponding to the multiple quick messages one by one with the target field information; generate multiple candidate messages corresponding to the multiple quick messages in a graphical user interface; and, in response to a selection operation for a target candidate message among the multiple candidate messages, control a first virtual object to send the target candidate message to a second virtual object in the game scene. Thus, in response to a message setting instruction, multiple quick messages, each including at least one empty field, are determined. Each quick message contains pre-set general message content, and the content that needs to be filled in by the player is left blank. Players can select the corresponding target game element in the game scene to generate the corresponding target field information, fill in the quick message, and obtain a candidate message that can be sent. This improves the efficiency of message sending while ensuring the accuracy of message sending without disrupting the game's competitive balance.

[0020] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0021] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0022] Figure 1 A flowchart illustrating a method for sending information in a game, provided as an embodiment of this disclosure;

[0023] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure;

[0024] Figure 3 This is a second schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0025] Figure 4 This is a third schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

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

[0027] Figure 6 Fifth of the schematic diagrams for the graphical user interface provided in the embodiments of this disclosure;

[0028] Figure 7 Sixth schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0029] Figure 8 Seventh schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0030] Figure 9 Eighth schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0031] Figure 10 This is a schematic diagram of the structure of an information sending device in a game provided in an embodiment of the present disclosure;

[0032] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0033] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.

[0034] First, let me introduce the terms used in this disclosure:

[0035] (1) Terminal equipment

[0036] The terminal device involved in this disclosure mainly refers to a terminal used to provide a graphical user interface and control virtual characters. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: smartphones, tablets, game consoles, MP4 (Moving Picture Experts Group Audio Layer IV) players, personal digital assistants (PDAs), e-book readers, etc. The terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this disclosure, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-connected application.

[0037] (2) Graphical User Interface

[0038] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, 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 touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.

[0039] (3) Game Scene

[0040] A game scene is a game environment displayed (or provided) by an application while it is running on a terminal or server; that is, the scene used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual characters during gameplay. These virtual characters can move, release skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional game scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, a game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual resources available for use by at least two virtual characters. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.

[0041] (4) Virtual objects:

[0042] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for game scene battles. Optionally, the virtual object can include virtual characters competing in the game scene. Optionally, the number of virtual objects in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.

[0043] Secondly, the technical background of this disclosure will be introduced:

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

[0045] In related technologies, real-time information exchange is typically conducted via an in-team communication channel, where players can send messages to share information that needs to be synchronized. However, for asymmetrical games, to ensure competitive balance between the two sides, it's generally designed so that real-time messaging is not possible during gameplay. Instead, in-game message templates can be pre-set outside the game, allowing players to select different messages from the available options within the templates. However, message template settings are relatively limited, potentially leading to insufficient messaging flexibility and inaccurate information.

[0046] Based on this, the present disclosure provides 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 information sending method in the game can run on a local mobile terminal or a server. When the information sending method in the game runs 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, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information transmission methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0049] In an alternative implementation, taking a game as an example, the local mobile terminal stores the game program and is used to display the game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local mobile terminal can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player through holographic projection. For example, the local mobile terminal can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0050] In one optional implementation, this invention provides a method for sending information in a game, which provides a graphical user interface via a mobile terminal. The mobile terminal can be a local mobile terminal (such as a local touchscreen terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the information sending method in the game running on a local mobile terminal (hereinafter referred to as the mobile terminal).

[0051] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for sending information in a game, as provided in an embodiment of this disclosure.

[0052] like Figure 1 As shown in the embodiments of this disclosure, the information sending method in the game includes:

[0053] S101. In response to a message setting instruction, determine multiple quick messages that include at least one empty field.

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

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

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

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

[0058] The information sending method in the game provided in this embodiment responds to a message setting instruction, determines multiple quick messages including at least one empty field, each quick message contains pre-set general message content, and leaves blank the content that needs to be filled in by the player. The player can select the corresponding target game element in the game scene to generate the corresponding target field information, fill in the quick message, and obtain a candidate message that can be sent. Without disrupting the competitive balance of the game, the method can improve the efficiency of message sending while ensuring the accuracy of message sending.

[0059] The exemplary steps of the embodiments of this disclosure are described below:

[0060] S101. In response to a message setting instruction, determine multiple quick messages that include at least one empty field.

[0061] In this embodiment of the disclosure, during the game process, the virtual object controlled by the player can form a virtual team with other virtual objects of the same identity. In order to better complete the 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.

[0062] In related technologies, real-time information exchange is typically facilitated through an in-team communication channel. Players can send messages that need to be synchronized to this channel for sharing. To improve the convenience and efficiency of sending messages, pre-set message templates can be used, allowing players to select different templates directly when sending messages. This reduces input time and increases efficiency. However, message templates are usually set outside of the game, and their limited functionality may lead to inaccurate message delivery.

[0063] In this embodiment of the disclosure, at least one set of multiple quick messages including blank fields can be displayed in the graphical user interface. Each quick message contains pre-set general message content, and blanks are left for players to fill in. Without disrupting the competitive balance of the game, the accuracy of message sending can be guaranteed, while also improving the efficiency of message sending.

[0064] In one alternative implementation, players can trigger the display of multiple quick messages for at least one empty field by triggering a message control on the graphical user interface.

[0065] Specifically, the step "Identify multiple quick messages that include at least one missing field" includes:

[0066] a1: In response to a trigger operation on the message control, determine multiple quick messages including at least one empty field.

[0067] In an alternative implementation, to reduce the obstruction of the game scene displayed in the graphical user interface by the message control and to prevent overlap between the message control and other controls, the message control can be displayed in a blank space in the graphical user interface.

[0068] In one alternative implementation, the triggering operation for the message control can 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 triggering operation for the message control can be a touch operation (long press, click, or swipe operation, etc.) on the message control; when the terminal device is a PC, the triggering operation for the message control can be a click operation on the message control via an external input device (click operation via mouse, etc.).

[0070] Furthermore, after confirming that a trigger operation has been received for the message control, multiple quick messages can be displayed in the form of a message list in the graphical user interface.

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

[0072] Furthermore, after displaying multiple quick messages in the graphical user interface, players can select target game elements located in the game scene through message setting commands, and then fill the empty spaces in the quick messages to obtain the target messages that can be sent.

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

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

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

[0076] Specifically, when generating a sendable target message, the target game element to be filled into the quick message can be a scene location in the game scene. By sending a target message containing the scene location, virtual objects belonging to the same game faction can be notified to move towards the scene location in the target message to perform corresponding game tasks; or virtual objects belonging to the same game faction can be notified to move away from the scene location in the target message to avoid dangerous locations; when generating a sendable target message, the target game element to be filled into the quick message can be a virtual object in the game scene. By sending a target message containing the virtual object, virtual objects belonging to the same faction can be notified of the virtual identity of a special virtual object in the game scene, thereby enabling them to... The system employs various methods to prevent the use of virtual objects. When generating a target message that can be sent, the target game element to be filled into the quick message can be an object skill. By sending a target message containing an object skill, the corresponding virtual object is notified to release the corresponding object skill at the precise time, thereby improving the accuracy of the object skill release. Alternatively, when generating a target message that can be sent, the target game element to be filled into the quick message can be a combination of scene location and virtual object. By sending a target message containing a combination of scene location and virtual object, virtual objects belonging to the same faction can be notified of the virtual identity and location of a special virtual object in the game scene, thereby enabling the virtual object receiving the message to choose to perform appropriate virtual actions to cooperate.

[0077] In one alternative implementation, while displaying multiple quick messages in the message list, an element selection control can also be displayed in the message list. Players can enter the game element selection state by triggering the element selection control, and complete the selection operation of the target game element in the game element selection state.

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

[0079] b1: In response to a trigger operation on the element selection control, enter the game element selection state.

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

[0081] Specifically, the triggering operation for the element selection control can be a click operation on the element selection control or a long press operation on the element selection control.

[0082] In one alternative implementation, after determining that a player's trigger operation on the element selection control has been received, the game element selection state is entered. In the game selection state, prompt information can be displayed in the graphical user interface. For example, if the target game element is a scene or a location, a location marker can be displayed at the selectable scene location in the game scene as a prompt to indicate to the player that the game element selection state has been entered.

[0083] Furthermore, in the game selection state, players can select target game elements in the game scene by issuing message settings commands. The player's operation may be different for different types of game elements. The following will explain the selection operation for different types of target game elements.

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

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

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

[0087] In this embodiment of the disclosure, after determining that the player's message setting instruction has been received, a location selection control is displayed in the graphical user interface. Specifically, the triggering operation for the location selection control can be a long press operation or a click operation.

[0088] Furthermore, after confirming that a trigger operation has been received for the location selection control, a location selection icon can be displayed in the graphical user interface. The location selection icon can move in the game scene following the player's trigger operation, thereby selecting a scene location in the game scene.

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

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

[0091] d2: In response to the end of the triggering operation, the scene location indicated by the location selection identifier is determined as the scene location corresponding to the message setting instruction.

[0092] Specifically, the location selection marker can move in the graphical user interface following the player's trigger operation, and then select a location in the game scene based on the operation position of the trigger operation on the location selection marker, thereby determining the scene location determined based on the message setting instruction.

[0093] In one alternative implementation, the position selection indicator may be displayed as a crosshair indicator.

[0094] In one optional implementation, when selecting a scene location in the game scene using a location selection marker, the selected scene location can be determined based on the degree of overlap between the location selection marker and the scene location in the game scene. If the location selection marker overlaps with more than one scene location in the game scene, the scene location selected by the trigger operation is determined based on the degree of overlap between the different scene locations and the location selection marker.

[0095] For example, when the location selection identifier moves in the game scene according to the trigger operation control of the location selection identifier, it overlaps with both location A and location B. The overlapping part between the location selection identifier and location A accounts for 70% of the total area of ​​the location selection identifier, and the overlapping part between the location selection identifier and location B accounts for 30% of the total area of ​​the location selection identifier. Then, the scene location indicated by the location selection identifier is determined to be location A.

[0096] In one alternative implementation, in order to allow players to clearly determine the location indicated by the current location selection marker, the location marker can be displayed in real time based on the location selection marker's position in the game scene, providing prompts to the player and further improving human-computer interaction efficiency and the player's gaming experience.

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

[0098] e1: Displays the location identifier corresponding to the scene location indicated by the location selection identifier in real time.

[0099] In one alternative implementation, the location selection marker displays the location marker of the corresponding scene position as the player moves through the game scene following the player's trigger operation. The location marker can be displayed in real time at the scene position corresponding to the game scene.

[0100] For example, the location identifier can be text information. When the player moves the location selection identifier to location A in the game scene through a trigger operation on the location selection identifier, the location selection identifier is displayed at location A in the game scene, and the text information "location A" is displayed at the scene location.

[0101] In another alternative implementation, the location marker can also be displayed in a message list that displays multiple quick messages. The location display area is displayed in the message list. As the location selection marker moves in the game scene following the player's trigger operation, the location marker of the corresponding scene location is displayed. The location marker can be displayed in real time in the location display area of ​​the message list.

[0102] In one alternative implementation, when the target game element includes a scene location, multiple selectable marker locations can be directly displayed in the graphical user interface. Players can determine the target game element corresponding to the message setting command by selecting from the multiple marker locations.

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

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

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

[0106] In this embodiment of the disclosure, after determining that a message setting instruction from a player has been received, the field of view of the first virtual object is determined, and a markable position within the field of view of the first virtual object is determined, and at least one markable position is displayed in the graphical user interface.

[0107] In one alternative implementation, after displaying at least one marked location, a location identifier can also be displayed in the graphical user interface. Players can move within the graphical user interface by triggering actions on the location identifier, and determine the scene location of the selected game scene based on the overlap between the location identifier and each marked location.

[0108] In another alternative implementation, players can also directly select a marker location based on the location of the trigger operation to determine the scene location of the selected game scene.

[0109] Furthermore, if the player does not need to select a marker location at the moment, they can cancel the display of the marker location by canceling the operation, thereby reducing the display of the marker location on the graphical user interface.

[0110] In one alternative implementation, a cancel control can be displayed in the graphical user interface, and the player cancels the display of at least one marked location in the graphical user interface by triggering an action on the cancel control.

[0111] In another alternative implementation, a cancellation area may also be displayed in the graphical user interface. When it is determined that the player's trigger operation is located within the cancellation area, or when the player moves to the cancellation area by controlling the location marker through the trigger operation, the display of at least one marked location in the graphical user interface is cancelled.

[0112] Furthermore, similarly, as the location selection marker moves through the game scene following the player's actions, it displays the location marker when it reaches the marked position. The specific display location and format of the location marker are the same as those described above, and will not be repeated here.

[0113] In one alternative implementation, to reduce the steps players need to select scene locations or marked locations in the game scene, the scene location can be directly input by the player, thereby improving the efficiency of determining the scene for the target game element.

[0114] Specifically, the step "determining the 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 this disclosed example, the player can also input at least one input position through input operations. Specifically, an input control can be displayed in the graphical user interface. Once the player's trigger operation on the input control is received, the player enters the input state, and the input position of the player can be captured to determine the scene position corresponding to the message setting instruction.

[0117] In one optional implementation, the input operation includes at least a voice input operation. When the input operation includes a voice input operation, if a player triggers an operation on the input control and enters the input state, the voice acquisition device (e.g., microphone) of the terminal device is turned on to acquire the voice information input by the player. After converting the voice information into text information, the position information in the text information is identified, thereby determining the scene position corresponding to the message setting instruction.

[0118] In another alternative implementation, the input operation may also include text input operation. If a player triggers an operation on the input control and enters the input state, the player's input position can be determined by the player's operation in the input area of ​​the terminal device (e.g., the virtual keyboard displayed in the graphical user interface), thereby determining the scene position corresponding to the message setting instruction.

[0119] Furthermore, the player's input position can also be displayed in a preset location in the graphical user interface (e.g., 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 efficiency of human-computer interaction and the player's gaming experience.

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

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

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

[0123] In this embodiment of the disclosure, after determining that a message setting instruction has been received, a list of candidate objects can be displayed in the graphical user interface. The list of candidate objects includes at least one candidate virtual object to be selected. Players can select the virtual object corresponding to the message setting instruction by performing a selection operation on the candidate object.

[0124] In one alternative implementation, an object selection control can be displayed in the message list, and the player can issue message setting instructions by selecting the object selection control, thereby displaying a list of candidate objects in the graphical user interface.

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

[0126] In one alternative implementation, for virtual objects displayed in the candidate object list, different display methods are used depending on whether the virtual object belongs to the same camp as the first virtual object.

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

[0128] i1: Display a list of candidate objects in the graphical user interface, which includes at least one second virtual object belonging to the same faction as the first virtual object.

[0129] i2: Display a candidate object list containing multiple third virtual objects in the graphical user interface; wherein 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 than the first virtual object.

[0130] In one alternative implementation, only second virtual objects belonging to the same camp as the first virtual object can be displayed in the candidate object list. Since the second virtual objects belonging to the same camp as the first virtual object are known to the first virtual object, when displaying the candidate object list, all second virtual objects belonging to the same camp as the first virtual object can be displayed.

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

[0132] In another alternative implementation, this disclosure pertains to asymmetrical gameplay games. Specifically, asymmetrical gameplay is a game design concept where players are divided into two or more factions or teams with significant differences in resources, roles, abilities, or objectives to increase game diversity and challenge. Here, since the number of virtual objects contained in our faction differs from that of the enemy faction, to ensure game balance and prevent our faction from directly and accurately locating enemy virtual objects, it is not intuitive to determine the enemy faction's objects. Therefore, when displaying the candidate virtual object list, multiple third virtual objects need to be displayed. These third virtual objects are virtual objects belonging to the same faction as the first virtual object, and / or virtual objects belonging to a different faction. Whether a virtual object belongs to the enemy faction needs to be determined by the player when selecting a virtual object. This increases game balance and avoids the problem of players repeatedly starting new games and increasing the data processing load on terminal devices due to the imbalance of information objects between different factions, leading to a game ending too quickly.

[0133] Furthermore, after the player identifies the target game element, the target game element can be stored so that when the player sends a target message again, the corresponding target game element can be directly retrieved. This reduces the steps required for the player to re-enter the game scene to identify the target game element, improves the efficiency of identifying the target game element and sending the target message, and further enhances 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 one alternative implementation, a storage control can be displayed in a graphical user interface, allowing players to store selected target game elements by triggering actions on the storage control.

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

[0138] In one alternative implementation, since the message content corresponding to different scene locations or different virtual objects in different game scenes or at different game time points is likely to be different, the probability of repetition of target messages corresponding to the same target game element is low. Therefore, in order to save storage space on the terminal device, the number of target game elements that can be stored in the same time period is limited. Therefore, when storing target game elements, it is necessary to determine how to store the target game elements based on whether there are already stored target game elements.

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

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

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

[0142] In this embodiment of the disclosure, the number of target game elements to be stored can be one. If it is determined that there is a previously stored historical game element, when storing the current target game element, the previously stored historical game element needs to be deleted first, and then the current target game element needs to be stored, that is, the historical game element is updated to the target game element; if it is determined that there is no previously stored historical game element, the current target game element is stored directly.

[0143] For example, if the target game element A needs to be stored, and the historical game element B already exists in the storage space, then 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, then the target game element A is directly stored in the storage space, that is, ensuring that only one game element exists in the storage space at the same time.

[0144] Furthermore, after identifying the target game element in the game scene through game commands, a shortcut message containing empty fields can be determined based on the target game element.

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

[0146] In one alternative implementation, the methods for determining the corresponding target field information differ for different target game elements, which will be described separately below.

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

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

[0149] In this embodiment of the disclosure, when the target game element is a scene location, the location identifier of the scene location needs to be determined as the target field information.

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

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

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

[0153] In this embodiment of the disclosure, when the target game element is a virtual object, the object identifier of the virtual object needs to be determined as the target field information.

[0154] The object identifier of a virtual object can be its nickname or its identity.

[0155] For example, 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; 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.

[0156] Furthermore, after determining the target field information, it is necessary to fill the empty fields of multiple quick messages with the target field information to obtain multiple candidate messages.

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

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

[0159] Specifically, if the target field information corresponds to a scene location, then the target field information needs to be filled into the empty field of the quick message where the field type is scene; if the target field information corresponds to a virtual object, then the target field information needs to be filled into the empty field of the quick message where the field type is virtual object.

[0160] For example, quick message A is "Target resource is at XX"; quick message B is "YY is a virtual enemy object"; quick message C is "ZZ is at XX". If the target field is "Scene location M", then "Scene location M" needs to be filled into the empty field of quick message A to generate candidate message A "Target resource is at scene location M"; if the target field is "Virtual object F", then "Virtual object Z" needs to be filled 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 with "Virtual object F" and also 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 one alternative implementation, when filling the empty fields of a quick message with the target field information, multiple quick messages are filled simultaneously to obtain multiple candidate messages.

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

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

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

[0165] In this embodiment of the disclosure, the second virtual object belonging to the same faction as the first virtual object is known. Therefore, the target candidate message can be sent directly and specifically to the second virtual object belonging to the same faction as the first virtual object. Whether the second virtual object belonging to a different faction from the first virtual object is a virtual object of the enemy faction needs to be judged by the player when selecting the virtual object. The first virtual object may make an error when selecting, so the target candidate message may also be sent to a virtual object that does not belong to the same faction as the first virtual object.

[0166] In one alternative implementation, a message sending control can be set at a preset position for each candidate message. Upon receiving a trigger operation for the message sending control, the player selects the corresponding candidate message, and the selected candidate message is identified as the target candidate message and sent to the second virtual object in the game scene.

[0167] In another alternative implementation, a message sending control can be set up directly, and all candidate messages can be sent directly by triggering the message sending control. However, this may result in the possibility of sending messages incorrectly, which will reduce the accuracy of message sending. Therefore, it is preferable to set up a message sending control for each candidate message to send messages, which helps to improve the accuracy of message sending.

[0168] In one alternative implementation, to further improve the efficiency of players sending messages and reduce the steps players need to take to identify target game elements in the game scene, the stored game elements can be directly generated into storage field information when generating candidate messages, and then filled into the empty fields of multiple quick messages to obtain target candidate messages for sending.

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

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

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

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

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

[0174] In one alternative implementation, a storage element display control can be displayed in the message list that displays multiple quick messages. Players can issue an element display command by triggering the storage element display control, thereby displaying a storage element list containing historically stored game elements. Players can select the target stored game element by selecting from the storage element list.

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

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

[0177] Here, the method for filling the stored field information and determining the target candidate message is the same as the method for filling the empty fields of the quick message and determining the target candidate message as described above, and will not be repeated here.

[0178] In one alternative implementation, after identifying multiple candidate messages, replacement field information can be determined, and the multiple candidate messages can be replaced and updated based on the determined replacement field information. This can improve the accuracy and diversity of message identification, thereby enhancing the player's gaming experience.

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

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

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

[0182] In one alternative implementation, an element replacement control can be displayed in the message list showing multiple quick messages. Players can issue an element replacement display command by triggering the element replacement control, thereby displaying a stored element list containing multiple game elements to be replaced. Players can select the target game element to replace by selecting from the stored element list.

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

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

[0185] Specifically, the step "in response to a message replacement instruction, generating multiple replacement messages based on determined replacement field information and multiple candidate messages" includes:

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

[0187] In one optional implementation, when performing message replacement, it is necessary to determine the candidate messages whose information type is the same as that of the replacement field based on the information type of the replacement field, and then replace the relevant fields in the candidate messages.

[0188] For example, there are candidate messages A "The target resource is at scene location M", candidate message B "Virtual object F is a virtual enemy object", and candidate message C "Virtual object F is at scene location M". If the replacement field information contains scene location 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 one optional implementation, when replacing candidate messages, the candidate messages that meet preset replacement conditions can be replaced, which can ensure the accuracy of message generation.

[0190] The preset replacement conditions include:

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

[0192] In one alternative implementation, the candidate messages that can be replaced are messages that the player has sent or confirmed. These messages also have the potential to be corrected and replaced. Since messages that the player has already sent or confirmed are already confirmed information, in order to prevent ambiguity in sending messages and ensure the accuracy of message sending, it is necessary to determine that the messages that can be replaced are messages that the player has not sent or confirmed.

[0193] In an alternative implementation, a message sending control can be set at a preset position for each replacement message. Upon receiving a trigger operation for the message sending control, the player selects the corresponding replacement message, and the selected replacement message is identified as the target replacement message and sent to the second virtual object in the game scene.

[0194] The following will illustrate the information sending process in the game according to the embodiments of this disclosure through specific examples:

[0195] Please see Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure, such as Figure 2 As shown, a first virtual object 210 and a message control 220 are displayed in the graphical user interface. Players can trigger the display of the message list by triggering the message control 220.

[0196] For further details, please refer to Figure 3 , Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 3 As shown, if a player's trigger operation on message control 220 is received, a message list 230 is displayed in the graphical user interface 200. The message list 230 contains multiple quick messages 231 with empty fields 2311. At the same time, different game element type information 232 is displayed at preset positions in the message list 230. Players can switch between different game element type information 232 to adjust the selection of different game element types and the display of empty fields. The message list 230 also displays an element selection control 233. Players can enter the game element selection state by triggering the element selection control 233 and then begin to select target game elements in the game scene.

[0197] For further details, please refer to Figure 4 , Figure 4 This is a third schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 4 As shown, in the game element selection state, in response to the message setting command, the position selection mark 240 is displayed in the graphical user interface 200. The player can drag the position selection mark 240 to move in the game scene, and the position mark 250 corresponding to the scene position is displayed during the movement.

[0198] For further details, please refer to Figure 5 , Figure 5 This is a fourth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 5As shown, in response to a message setting command, at least one marked position 260 within the field of view of the first virtual object in the game scene is displayed in the graphical user interface 200, and a position identifier 250 is displayed at the corresponding position of the marked position 260. A cancel control 270 can be displayed in the graphical user interface 200, and the player can cancel the display of at least one marked position 260 in the graphical user interface by triggering an operation on the cancel control 270. Alternatively, a cancel area 280 can be displayed in the graphical user interface. When it is determined that the player's trigger operation is located within the cancel area 280, or when the player moves the position identifier to the cancel area 280 by triggering an operation, the display of at least one marked position 260 in the graphical user interface is canceled.

[0199] For further details, please refer to Figure 6 , Figure 6 This is the fifth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 6 As shown, the message list 230 also includes a storage control 234, which can store the selected target game element by triggering the storage control 234; the message list 230 also includes an input control 235, which allows the player to directly input the corresponding input position by triggering the input control 235.

[0200] For further details, please refer to Figure 7 , Figure 7 This is a sixth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 7 As shown, after selecting the target game element through the message setting command, the location identifier corresponding to the scene location can be displayed in the message list 230 in real time; and the location identifier corresponding to the scene location can be used as the target field to fill 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 can send the corresponding target candidate message to the second virtual object by triggering the message sending control 236.

[0201] For further details, please refer to Figure 8 , Figure 8 This is the seventh schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 8 As shown, different game element type information 232 is displayed at a preset position in the message list 230. Players can switch to virtual object selection mode by selecting virtual object type information 2321. A candidate virtual object list 290 is displayed in the graphical user interface, and multiple virtual objects to be selected are displayed in the candidate virtual object list 290.

[0202] For further details, please refer to Figure 9 , Figure 9 This is the eighth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 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 the empty fields of multiple quick messages, generating 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 in this embodiment responds to a message setting instruction by determining multiple quick messages, each including at least one empty field; 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 empty fields corresponding to the multiple quick messages one by one with the target field information; generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface; and controlling a first virtual object to send the target candidate message to a second virtual object in the game scene in response to a selection operation of the target candidate message among the multiple candidate messages. In this way, responding to a message setting instruction, multiple quick messages, each including at least one empty field, are determined. Each quick message contains pre-set general message content, and the content that needs to be filled in by the player is left blank. Players can select the corresponding target game element in the game scene to generate the corresponding target field information, fill in the quick message, and obtain a candidate message that can be sent. This improves the efficiency of message sending while ensuring the accuracy of message sending without disrupting the game's competitive balance.

[0204] Based on the same inventive concept, this disclosure also provides an information sending device in the game corresponding to the information sending method in the game. Since the principle of the device in this disclosure is similar to the information sending method in the game described above, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0205] Please see Figure 10 , Figure 10 This is a schematic diagram of the structure of an information sending device in a game provided in an embodiment of this disclosure. Figure 10 As shown, the information transmitting device 1000 includes:

[0206] The quick message display module 1010 is used to respond to message setting instructions and determine multiple quick messages that include at least one empty field;

[0207] The game element determination module 1020 is used to determine the target game element corresponding to the message setting instruction from the game scene;

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

[0209] The candidate message generation module 1040 is used to fill the target field information one by one into the empty fields corresponding to the multiple quick messages, and generate multiple candidate messages corresponding to the multiple quick messages in the graphical user interface;

[0210] The candidate message sending module 1050 is used to respond to the selection operation of the 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.

[0211] In one alternative implementation, the second virtual object is a virtual object belonging to the same faction as the first virtual object, and / or a virtual object belonging to a different faction than the first virtual object.

[0212] In one alternative implementation, the target game element includes at least one of the following:

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

[0214] In an optional implementation, when the target game element includes the scene location, the game element determining module 1020, when determining the target game element corresponding to the message setting instruction from the game scene, is configured to:

[0215] The location selection control is displayed in the graphical user interface;

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

[0217] In an optional implementation, when the game element determination module 1020 responds to a trigger operation on the position selection control and determines 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 configured to:

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

[0219] In response to the end of the triggering operation, the scene location indicated by the location selection identifier is determined as the scene location corresponding to the message setting instruction.

[0220] In an optional embodiment, the information sending device 1000 further includes an identification display module (not shown in the figure), the identification display module being used for:

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

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

[0223] The location identifier corresponding to the scene location is determined as the target field information.

[0224] In an optional implementation, when the target game element includes the scene location, the game element determining module 1020, when determining the target game element corresponding to the message setting instruction from the game scene, is configured to:

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

[0226] In response to a selection operation for the at least one marked location, the scene location 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 location, the game element determining module 1020, when determining the target game element corresponding to the message setting instruction from the game scene, is configured to:

[0228] 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;

[0229] The input operation includes at least voice input.

[0230] In an optional embodiment, the information sending device 1000 further includes an element storage module (not shown in the figure), the element storage module being used for:

[0231] Store the target game elements.

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

[0233] In response to the existence of a historically stored game element, the historically stored game element is updated 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 one optional implementation, the graphical user interface includes a message control; when determining multiple quick messages including at least one empty field, the quick message display module 1010 is configured to:

[0236] In response to a trigger operation on the message control, determine multiple quick messages including at least one empty field;

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

[0238] In one optional implementation, the message list displays an element selection control; when the game element determination module 1020 determines 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, enter the game element selection state;

[0240] In the game element selection state, the 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, the game element determining module 1020, when determining the target game element corresponding to the message setting instruction from the game scene, is configured to:

[0242] The list of candidate objects is displayed in the graphical user interface;

[0243] In response to a selection operation of a virtual object in the candidate object list, the 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 a list of candidate objects in the graphical user interface, the game element determination module 1020 is configured to:

[0245] The graphical user interface displays a list of candidate objects, including at least one second virtual object belonging to the same faction as the first virtual object; or...

[0246] The graphical user interface displays a candidate object list containing multiple third virtual objects; wherein the third virtual objects are virtual objects belonging to the same faction as the first virtual object, and / or virtual objects belonging to a different faction than the first virtual object.

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

[0248] The object identifier corresponding to the virtual object is determined to be the target field information.

[0249] In an optional embodiment, the information sending device 1000 further includes a message storage sending module (not shown in the figure), the message storage sending module being used for:

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

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

[0252] The stored field information is filled into the empty fields corresponding to the multiple quick messages one by one, and multiple candidate messages corresponding to the multiple quick messages are generated in the graphical user interface;

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

[0254] In an optional embodiment, the information sending device 1000 further includes a message replacement sending module (not shown in the figure), the message replacement sending module being used for:

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

[0256] In response to the selection operation of the target replacement message among the multiple 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 generates multiple replacement messages based on determined replacement field information and multiple candidate messages in response to a message replacement instruction, the message replacement sending module is configured to:

[0258] In response to a 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, and multiple replacement messages are generated.

[0259] In one optional implementation, the preset replacement conditions include:

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

[0261] The information sending device in the game provided in this embodiment, in response to a message setting instruction, determines multiple quick messages, each including at least one empty field; determines a target game element corresponding to the message setting instruction from the game scene; determines target field information corresponding to the target game element; fills the target field information one by one into the empty fields corresponding to the multiple quick messages, generating multiple candidate messages corresponding to the multiple quick messages in the graphical user interface; and, in response to a selection operation for a target candidate message among the multiple candidate messages, controls a first virtual object to send the target candidate message to a second virtual object in the game scene. Thus, in response to a message setting instruction, multiple quick messages, each including at least one empty field, are determined. Each quick message contains pre-set general message content, and the content that needs to be filled in by the player is left blank. Players can select the corresponding target game element in the game scene to generate the corresponding target field information, fill in the quick message, and obtain a candidate message that can be sent. This improves the efficiency of message sending while ensuring the accuracy of message sending without disrupting the game's competitive balance.

[0262] Please see Figure 11 , Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Figure 11 As shown, the electronic device 1100 includes a processor 1110, a memory 1120, and a bus 1130.

[0263] Memory 1120 stores machine-readable instructions executable by processor 1110. When electronic device 1100 is running, processor 1110 communicates with memory 1120 via bus 1130, causing processor 1110 to execute the following instructions during operation:

[0264] In response to a message setting command, identify multiple quick messages that include at least one empty field;

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

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

[0267] The target field information is filled into the empty fields corresponding to the multiple quick messages one by one, and multiple candidate messages corresponding to the multiple quick messages are generated in the graphical user interface;

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

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

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

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

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

[0273] The location selection control is displayed in the graphical user interface;

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

[0275] In one optional implementation, the instructions executed by the processor 1110 include a response to a trigger operation of the location selection control, and determining the scene location corresponding to the message setting instruction from the game scene based on the operation location of the trigger operation, including:

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

[0277] In response to the end of the triggering operation, the scene location indicated by the location selection identifier is determined as the scene location corresponding to the message setting instruction.

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

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

[0280] In one optional implementation, the instruction executed by processor 1110, wherein determining the target field information corresponding to the target game element includes:

[0281] The location identifier corresponding to the scene location is determined as the target field information.

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

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

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

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

[0286] 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;

[0287] The input operation includes at least voice input.

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

[0289] Store the target game elements.

[0290] In one optional implementation, the instructions executed by processor 1110, wherein storing the target game element, includes:

[0291] In response to the existence of a historically stored game element, the historically stored game element is updated 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 one optional implementation, the instructions executed by the processor 1110 include a message control in the graphical user interface; determining multiple quick messages, each including at least one empty field, includes:

[0294] In response to a trigger operation on the message control, determine multiple quick messages including at least one empty field;

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

[0296] In one optional implementation, the instructions executed by the processor 1110 include an element selection control displayed in the message list; the step of 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, enter the game element selection state;

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

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

[0300] The list of candidate objects is displayed in the graphical user interface;

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

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

[0303] The graphical user interface displays a list of candidate objects, including at least one second virtual object belonging to the same faction as the first virtual object; or...

[0304] The graphical user interface displays a candidate object list containing multiple third virtual objects; wherein the third virtual objects are virtual objects belonging to the same faction as the first virtual object, and / or virtual objects belonging to a different faction than the first virtual object.

[0305] In one optional implementation, the instruction executed by processor 1110, wherein determining the target field information corresponding to the target game element includes:

[0306] The object identifier corresponding to the virtual object is determined to be the target field information.

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

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

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

[0310] The stored field information is filled into the empty fields corresponding to the multiple quick messages one by one, and multiple candidate messages corresponding to the multiple quick messages are generated in the graphical user interface;

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

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

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

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

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

[0316] In response to a 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, and multiple replacement messages are generated.

[0317] In one optional implementation, the preset replacement conditions include:

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

[0319] In response to message setting instructions, multiple quick messages, each with at least one empty field, are determined. Each quick message contains pre-set general message content, with blank spaces for player input. Players can select target game elements within the game scene to generate corresponding target field information, filling in the quick message and obtaining candidate messages to send. This improves message sending efficiency while maintaining game balance and ensuring accuracy. Furthermore, triggering the message switching control updates the quick messages displayed in the message list, allowing players to view quick messages in detail while reducing obstruction of the graphical user interface, thus improving human-computer interaction efficiency and the player's gaming experience. Additionally, to clearly identify the current location indicated by the selection marker, the location marker's position within the game scene can be displayed in real-time, providing a prompt and further enhancing human-computer interaction efficiency and the gaming experience. Finally, to reduce the steps players need to select scene locations or marker positions within the game scene, players can directly input scene locations via input. This system improves the efficiency of identifying target game elements within a scene. Furthermore, once a player has identified a target game element, it can be stored so that when the player sends a target message again, the corresponding target game element can be directly retrieved. This reduces the need for the player to re-enter the game scene to identify the target game element, improving the efficiency of target element identification and target message sending, and further enhancing the player's gaming experience. Additionally, after identifying multiple candidate messages, replacement field information can be determined, and multiple candidate messages can be updated and replaced based on the determined replacement field information. This improves the accuracy and diversity of message identification, thereby enhancing the player's gaming experience.

[0320] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0321] Identify multiple quick messages that include at least one missing field;

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

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

[0324] The target field information is filled into the empty fields corresponding to the multiple quick messages one by one, and multiple candidate messages corresponding to the multiple quick messages are generated in the graphical user interface;

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

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

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

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

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

[0330] The location selection control is displayed in the graphical user interface;

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

[0332] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein the response is directed to a triggering operation of the location selection control, and determining the scene location corresponding to the message setting instruction from the game scene based on the operation location of the triggering operation, includes:

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

[0334] In response to the end of the triggering operation, the scene location indicated by the location selection identifier is determined as the scene location corresponding to the message setting instruction.

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

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

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

[0338] The location identifier corresponding to the scene location is determined as the target field information.

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

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

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

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

[0343] 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;

[0344] The input operation includes at least voice input.

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

[0346] Store the target game elements.

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

[0348] In response to the existence of a historically stored game element, the historically stored game element is updated 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 one optional implementation, the instructions executed by the computer-readable storage medium include a message control in the graphical user interface; the determination of multiple quick messages, each including at least one empty field, includes:

[0351] In response to a trigger operation on the message control, determine multiple quick messages including at least one empty field;

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

[0353] In one optional implementation, the instructions executed by the computer-readable storage medium include an element selection control displayed in the message list; the step of 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, enter the game element selection state;

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

[0356] In one optional implementation, in the instructions executable by the 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] The list of candidate objects is displayed in the graphical user interface;

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

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

[0360] The graphical user interface displays a list of candidate objects, including at least one second virtual object belonging to the same faction as the first virtual object; or...

[0361] The graphical user interface displays a candidate object list containing multiple third virtual objects; wherein the third virtual objects are virtual objects belonging to the same faction as the first virtual object, and / or virtual objects belonging to a different faction than the first virtual object.

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

[0363] The object identifier corresponding to the virtual object is determined to be the target field information.

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

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

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

[0367] The stored field information is filled into the empty fields corresponding to the multiple quick messages one by one, and multiple candidate messages corresponding to the multiple quick messages are generated in the graphical user interface;

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

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

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

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

[0372] In one optional implementation, the instructions executable by the computer-readable storage medium, in response to a message replacement instruction, generate multiple replacement messages based on determined replacement field information and multiple candidate messages, including:

[0373] In response to a 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, and multiple replacement messages are generated.

[0374] In one optional implementation, the preset replacement conditions include:

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

[0376] In response to message setting instructions, multiple quick messages, each with at least one empty field, are determined. Each quick message contains pre-set general message content, with blank spaces for player input. Players can select target game elements within the game scene to generate corresponding target field information, filling in the quick message and obtaining candidate messages to send. This improves message sending efficiency while maintaining game balance and ensuring accuracy. Furthermore, triggering the message switching control updates the quick messages displayed in the message list, allowing players to view quick messages in detail while reducing obstruction of the graphical user interface, thus improving human-computer interaction efficiency and the player's gaming experience. Additionally, to clearly identify the current location indicated by the selection marker, the location marker's position within the game scene can be displayed in real-time, providing a prompt and further enhancing human-computer interaction efficiency and the gaming experience. Finally, to reduce the steps players need to select scene locations or marker positions within the game scene, players can directly input scene locations via input. This system improves the efficiency of identifying target game elements within a scene. Furthermore, once a player has identified a target game element, it can be stored so that when the player sends a target message again, the corresponding target game element can be directly retrieved. This reduces the need for the player to re-enter the game scene to identify the target game element, improving the efficiency of target element identification and target message sending, and further enhancing the player's gaming experience. Additionally, after identifying multiple candidate messages, replacement field information can be determined, and multiple candidate messages can be updated and replaced based on the determined replacement field information. This improves the accuracy and diversity of message identification, thereby enhancing the player's gaming experience.

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

[0378] In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

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

[0380] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0381] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0382] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An information transmission method in a game, characterized by, The information sending method comprises the following steps: A graphical user interface is provided by a terminal device, and at least part of a game scene is displayed in the graphical user interface, wherein the game scene comprises a first virtual object controlled by the terminal device; A plurality of shortcut messages comprising at least one blank field are displayed in the form of a message list, and an element selection control is displayed in the message list; A target game element is determined from the game scene in response to a triggering operation on the element selection control; Target field information corresponding to the target game element is determined; The target field information is filled into the blank field corresponding to the plurality of shortcut messages one by one, and a plurality of candidate messages corresponding to the plurality of shortcut messages are generated in the graphical user interface; 2. The information transmission method according to claim 1, characterized by, In response to a selection operation on a target candidate message in 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.

3. The information transmission method according to claim 1, characterized by, 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 from the first virtual object. The target game element comprises at least one of the following:

4. The information transmission method according to claim 3, characterized by, A scene position, a virtual object, an object skill, a combination of a scene position and a virtual object. When the target game element comprises the scene position, the step of determining the target game element from the game scene comprises: A position selection control is displayed in the graphical user interface; 5. The information transmission method according to claim 4, characterized by, In response to a triggering operation on the position selection control, a scene position is determined from the game scene based on the operation position of the triggering operation. The step of determining the scene position from the game scene based on the operation position of the triggering operation in response to the triggering operation on the position selection control comprises: In response to the triggering operation on the position selection control, a position selection identifier is provided in the game scene, and the position selection identifier is configured to move in the game scene according to the change of the operation position of the triggering operation; 6. The information transmission method according to claim 5, characterized by, In response to the end of the triggering operation, the scene position indicated by the position selection identifier is determined as the scene position. The information sending method further comprises:

7. The information transmission method according to claim 6, characterized by, The position identifier corresponding to the scene position indicated by the position selection identifier is displayed in real time. The step of determining the target field information corresponding to the target game element comprises:

8. The information transmission method according to claim 3, characterized by, The position identifier corresponding to the scene position is determined as the target field information. When the target game element comprises the scene position, the step of determining the target game element from the game scene comprises: At least one marked position within the field of view of the first virtual object in the game scene is displayed in the graphical user interface; 9. The information transmission method according to claim 3, characterized by, In response to a selection operation on the at least one marked position, a scene position is determined from the game scene. When the target game element comprises the scene position, the step of determining the target game element from the game scene comprises: At least one input position of a player through an input operation is obtained, and a scene position is determined from the game scene based on the input position; The input operation at least includes a voice input operation.

10. The information transmission method according to claim 1, characterized by, After the step of determining the target game element from the game scene, the information sending method further comprises: storing the target game element.

11. The information transmitting method according to claim 10, wherein The step of storing the target game element comprises: in response to the existence of a historical stored game element, updating the historical stored game element as the target game element; in response to the non-existence of a historical stored game element, storing the target game element.

12. The information transmission method according to claim 1, characterized by, The graphical user interface comprises a message control; the step of displaying a plurality of shortcut messages comprising at least one blank field in the form of a message list comprises: in response to a triggering operation on the message control, displaying a plurality of shortcut messages comprising at least one blank field in the form of a message list.

13. The information transmitting method according to claim 12, characterized by, The step of determining the target game element from the game scene comprises: in response to a triggering operation on the element selection control, entering a game element selection state; in the game element selection state, determining the target game element from the game scene.

14. The information transmission method according to claim 3, characterized by, When the target game element comprises the virtual object, the step of determining the target game element from the game scene comprises: displaying a candidate object list in the graphical user interface; in response to a selection operation on a virtual object in the candidate object list, determining the virtual object.

15. The information transmitting method according to claim 14, wherein The step of displaying a candidate object list in the graphical user interface comprises: displaying a candidate object list comprising at least one second virtual object belonging to the same camp as the first virtual object in the graphical user interface; or displaying a candidate object list comprising 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 different camps as the first virtual object.

16. The information transmitting method of claim 14, wherein The step of determining the target field information corresponding to the target game element comprises: determining the object identifier corresponding to the virtual object as the target field information.

17. The information transmission method according to claim 11, characterized by, The information sending method further comprises: in response to a message setting instruction, determining a target stored game element from at least one historical stored game element stored in advance; determining stored field information corresponding to the target stored game element; filling the stored field information one by one into the blank fields corresponding to the plurality of shortcut messages to generate a plurality of candidate messages corresponding to the plurality of shortcut messages in the graphical user interface; in response to a selection operation on a target candidate message in the plurality of candidate messages, controlling the first virtual object to send the target candidate message to the second virtual object.

18. The information transmission method according to claim 11, characterized by, The information sending method further comprises: in response to a message replacement instruction, generating a plurality of replacement messages based on the determined replacement field information and the plurality of candidate messages; in response to a selection operation on a target replacement message in the plurality of replacement messages, controlling the first virtual object to send the target replacement message to the second virtual object.

19. The information transmitting method of claim 18, wherein The step of generating a plurality of replacement messages based on the determined replacement field information and the plurality of candidate messages in response to a message replacement instruction comprises: In response to the message replacement instruction, based on the information type of the replacement field information, the information field of the same message type in the candidate message that meets the preset replacement condition is replaced in the plurality of candidate messages, and a plurality of replacement messages are generated.

20. The information transmitting method of claim 19, wherein The preset replacement condition includes: The candidate message has not been sent, and the candidate message has not been confirmed.

21. An information transmitting apparatus in a game, characterized by comprising: A graphical user interface is provided by a terminal device, at least part of a game scene is displayed in the graphical user interface, and a first virtual object controlled by the terminal device is included in the game scene. The information sending device includes: A shortcut message display module is configured to display a plurality of shortcut messages including at least one blank field in the form of a message list. An element selection control is displayed in the message list. A game element determination module is configured to determine a target game element from the game scene in response to a trigger operation on the element selection control. A field information determination module is configured to determine target field information corresponding to the target game element. A candidate message generation module is configured to fill the target field information into the blank field corresponding to the plurality of shortcut messages one by one, and generate a plurality of candidate messages corresponding to the plurality of shortcut messages in the graphical user interface. A candidate message sending module is configured to control the first virtual object to send a target candidate message to a second virtual object in the game scene in response to a selection operation on the target candidate message in the plurality of candidate messages.

22. An electronic device, comprising: It includes: A processor, a storage medium, and a bus, the storage medium stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, the processor executes the machine readable instructions to perform the steps of the information sending method in the game as claimed 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 the computer program is executed by the processor to perform the steps of the information sending method in the game as claimed in any one of claims 1 to 20.

Citation Information

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