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

By displaying the logo of virtual props on the graphical user interface of the virtual environment, the screen occlusion and operation chaos caused by projectile release and recycling is solved, and intuitive and accurate prop status feedback and operation efficiency are achieved.

CN119896852AActive Publication Date: 2025-04-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311412513.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-10-27
Publication Date
2025-04-29
Estimated Expiration
2043-10-27

AI Technical Summary

Technical Problem

In a virtual environment, the release and recycling of multiple projectiles lead to screen occlusion and operation chaos, affecting human-computer interaction efficiency.

Method used

By displaying the logo of the virtual prop on the graphical user interface, in response to the release and recycling status of the virtual prop, the logo is updated to reflect the status of the prop and whether the recycling conditions are met.

Benefits of technology

It realizes intuitive and accurate feedback on the status of virtual props on the interface, which helps players to control the recycling of props in a timely manner and improves operation efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an information processing method and device in a game, electronic equipment and a storage medium, a graphical user interface is provided through terminal equipment, at least part of a virtual scene of the game is displayed on the graphical user interface, the virtual scene comprises a virtual object controlled by the terminal equipment, and the virtual object is configured with a target game skill. In response to a first release instruction for the target game skill, the virtual object is controlled to eject a specified number of virtual items in the virtual scene, a specified number of item identifiers are displayed on the graphical user interface, and each item identifier corresponds to one virtual item; and in response to the fact that the specified number of virtual items are ejected, controlling and updating item identifiers displayed on the graphical user interface based on the item states of the ejected virtual items in the virtual scene so as to indicate whether the item states corresponding to the virtual items meet specified item recovery conditions or not. According to the method and the device, the prop state of the virtual prop can be visually and accurately fed back on the interface.
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Description

Technical Field

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

[0002] In applications based on two-dimensional and / or three-dimensional virtual environments, users can manipulate virtual objects in the virtual environment to perform actions such as walking, running, climbing, shooting, and fighting, and multiple users can form a team online to collaboratively complete a task in the same virtual environment.

[0003] In the related art, the attack skill of a virtual object can be a mechanism that achieves secondary damage by recycling after releasing multiple projectiles. Usually, after the projectiles are released, the virtual models of the projectiles will be displayed in the virtual environment. When the number of projectiles is large, it is easy to cause screen occlusion, and when the virtual object needs to recycle the projectiles, it is necessary to search for the virtual models of the projectiles one by one in the virtual environment, resulting in the inability to timely and accurately know the recycling status of the projectiles.

[0004] In addition, users may need to estimate the recovery of projectiles while controlling virtual objects to perform actions, which can easily cause operational confusion and reduce the efficiency of human-computer interaction. Summary of the invention

[0005] In view of this, the embodiments of the present application at least provide a method, device, electronic device and storage medium for processing information in a game to overcome at least one of the above-mentioned defects.

[0006] In a first aspect, an exemplary embodiment of the present application provides an information processing method in a game, wherein a graphical user interface is provided through a terminal device, and at least part of a virtual scene of the game is displayed on the graphical user interface, wherein the virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill. The method comprises: in response to a first release instruction for the target game skill, controlling the virtual object to shoot out a specified number of virtual props in the virtual scene, and displaying the specified number of prop identifiers on the graphical user interface; wherein each of the prop identifiers corresponds to a virtual prop; in response to the specified number of virtual props being shot out, based on the prop status of the shot virtual props in the virtual scene, controlling the update of the prop identifier displayed on the graphical user interface to indicate whether the prop status corresponding to the virtual prop meets the specified prop recovery condition.

[0007] In a second aspect, an embodiment of the present application further provides an information processing device for a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a virtual scene of the game, wherein the virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill. The device comprises: a release control module, which controls the virtual object to shoot out a specified number of virtual props in the virtual scene in response to a first release instruction for the target game skill, and displays the specified number of prop identifiers on the graphical user interface; wherein each of the prop identifiers corresponds to a virtual prop; and an identifier update module, which controls the update of the prop identifier displayed on the graphical user interface in response to the specified number of virtual props being shot out, based on the prop status of the shot virtual props in the virtual scene, to indicate whether the prop status corresponding to the virtual prop meets the specified prop recovery condition.

[0008] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the steps of the information processing method in the above-mentioned game.

[0009] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the information processing method in the above game are executed.

[0010] The information processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application can intuitively and accurately feedback the prop status of virtual props on the interface, which helps players to timely control the recycling of virtual props.

[0011] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0013] Figure 1 A flowchart showing an information processing method in a game provided by an exemplary embodiment of the present application;

[0014] Figure 2 A schematic diagram showing a specified number of prop identifications provided by an exemplary embodiment of the present application;

[0015] FIG. 3A to FIG. 3C A schematic diagram showing the dynamic changes of a specified number of prop identifications provided by an exemplary embodiment of the present application;

[0016] Figure 4 One of the schematic diagrams showing a virtual prop provided by an exemplary embodiment of the present application being ejected in a virtual scene;

[0017] Figure 5 A second schematic diagram showing a virtual prop provided by an exemplary embodiment of the present application being ejected in a virtual scene;

[0018] Figure 6 A schematic diagram showing a timing mark provided by an exemplary embodiment of the present application;

[0019] Figure 7 A flowchart showing steps for updating a prop identification based on a field of view provided by an exemplary embodiment of the present application;

[0020] Figures 8 to 14 Schematic diagrams 1 to 7 showing display prop identification provided by exemplary embodiments of the present application;

[0021] Fig.15 A schematic diagram showing the structure of an information processing device in a game provided by an exemplary embodiment of the present application;

[0022] Fig.16 A schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION

[0023] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0024] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0025] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0026] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0027] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0028] In some current games (such as shooting games or action games), the attack skill of a virtual object may be a mechanism that achieves secondary damage by recycling after releasing multiple projectiles, that is, the above-mentioned attack skill may include a release process and a recycling process. Among them, with respect to the release process, after multiple projectiles are released, a virtual model of each projectile may be displayed at the landing point of each projectile in the virtual environment. At this time, the virtual model of the projectile is mounted in the virtual environment, so that the player can observe the location of the projectile from the virtual environment.

[0029] In some games, when a projectile hits an enemy character, a skill UI can also be displayed above the head of the hit enemy character. At this time, the skill UI is mounted on the character model of the enemy character, similar to the health value icon displayed above the head of the character model. The skill UI moves with the enemy character to facilitate the player to observe the location of the projectile from the virtual environment.

[0030] When the number of projectiles is large, the method of displaying projectile models and / or skill UI in a virtual environment in the above-mentioned related technologies is likely to cause screen occlusion.

[0031] For the recycling process, players need to search for the skill UI or the virtual model of the projectile in the virtual environment one by one, which makes it inconvenient and untimely to know the projectile recovery location.

[0032] In addition, after a projectile is released, the player's perspective may not necessarily focus on the projectile. When the projectile is not within the player's field of view, the player cannot know the projectile's location, nor can he determine whether the projectile can be recovered. In addition, multiple projectiles will be scattered in different locations in the virtual environment as they are released. If the projectile is not within the player's field of view when it is recovered, the player will lose control of the projectile's recovery direction and cannot accurately perceive the recovery range of the projectile.

[0033] In the related art, an arrow may be added to the virtual model of the projectile in the virtual environment to indicate the direction of the projectile's recovery. For example, after the projectile is released, an arrow pointing in the direction of the player's character model will be displayed on the virtual model of the projectile in the virtual environment. As the character model moves in the virtual environment, the direction of the arrow changes accordingly to indicate the displacement path of the projectile when it is recovered, so that the player can judge whether the projectile can hit the enemy during the recovery process.

[0034] The above-mentioned prompting method for the direction of projectile recovery, for a two-dimensional virtual environment or a 2.5-dimensional virtual environment, because its perspective only has the X-axis and the Y-axis, the arrow attached to the virtual model of the projectile can be clearly perceived. However, for a three-dimensional virtual environment (such as some FPS (First-person shooting game) or TPS (Third-person shooting game) games), its perspective has the X-axis, the Y-axis, and the Z-axis, and it is difficult for the player to perceive the direction of the arrow on the model. In addition, when the projectile is not within the player's field of view, the player cannot perceive the path direction of the projectile when it is recovered.

[0035] In response to at least one of the above problems, the present application proposes an information processing method, device, electronic device and storage medium in a game to solve the problem of recycling and quantity perception of multiple projectile skills in the above-mentioned related technologies through graphic visualization.

[0036] First, the names involved in the embodiments of the present application are introduced.

[0037] Terminal equipment:

[0038] The terminal device involved in the embodiments of the present application mainly refers to an intelligent device used to provide a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a virtual scene), and capable of controlling and operating a virtual character. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports virtual scenes, such as an application that supports three-dimensional virtual scenes. The application may include, but is not limited to, any one of a virtual reality application, a three-dimensional map program, a military simulation program, a MOBA game, a multiplayer gunfight survival game, and a third-person shooting game (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0039] Graphical User Interface:

[0040] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. Exemplarily, the graphical user interface may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in a virtual scene. The interface includes any visible controls or elements that can be seen, for example, game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicator signs, character indicator signs, etc.), information display areas (such as number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, and text boxes, some of which respond to user operations.

[0041] Virtual scene:

[0042] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment, and the virtual environment can be the sky, land, sea, etc. Among them, the virtual scene is a scene in which the user controls the complete game logic of the virtual object. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual objects, and there are virtual resources in the virtual scene that can be used by at least two virtual objects.

[0043] Virtual Objects:

[0044] Refers to a virtual object in a virtual scene, which may be a virtual character controlled by a player, including but not limited to at least one of a virtual person, a virtual animal, and an anime character, and may also be a virtual object (NPC) controlled by a non-player. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model, each virtual object having its own shape and volume in the three-dimensional virtual environment, and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins. In some implementations, the virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0045] There may be multiple virtual objects in the virtual scene, which are virtual characters controlled by players (i.e., characters controlled by players through input devices) and / or artificial intelligence (AI) set in the virtual scene battle through training. Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices participating in the virtual game, and the embodiments of the present application do not limit this.

[0046] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0047] The application scenarios to which the present application is applicable are introduced. The present application can be applied to the field of game technology, in which multiple players participating in the game join the same virtual game.

[0048] Before entering the virtual game, the player can select different role attributes, such as identity attributes, for the virtual objects in the virtual game. By assigning different role attributes to determine different camps, the player can win the game by performing the tasks assigned by the game in different game stages of the virtual game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B in the battle stage to win the game. Here, role attributes can also be randomly assigned to each virtual object participating in the virtual game when entering the virtual game.

[0049] The implementation environment provided in one embodiment of the present application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program that executes the control method of the virtual character provided by the present application, and the server is a server end that executes the control method of the virtual character provided by the present application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.

[0050] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives the response of the game server, the virtual scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user. The virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the virtual object to perform a corresponding operation in the virtual scene.

[0051] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the virtual scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0052] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronization data sent by the game server.

[0053] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual game. Among them, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same role attributes, or can have different role attributes. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device belong to the same camp, or belong to different camps with hostile relations. The game AI virtual object participating in the virtual game can have a camp, for example, it can belong to the camp to which the virtual object controlled by the first terminal device belongs, or the camp to which the virtual object controlled by the second terminal device belongs. The game AI virtual object may not have a camp to which it belongs, and interact with other virtual objects in the virtual game.

[0054] It should be noted that a virtual game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in a virtual game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0055] The information processing method in the game provided in the embodiment of the present application can be applied to any of virtual reality application programs, three-dimensional map programs, military simulation programs, multiplayer online tactical competitive games (MOBA), multiplayer gun battle survival games, third-person combat games, and first-person combat games.

[0056] The information processing method in the game in one embodiment of the present application can be run on a local terminal device or a server. When the information processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0057] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0058] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0059] In a possible implementation, an embodiment of the present invention provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0060] To facilitate understanding of the present application, the information processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application are introduced in detail below.

[0061] See also Figure 1 , which is a flowchart of an information processing method in a game provided by an exemplary embodiment of the present application, which is generally applied to a game server, such as the cloud game server described above, but the present application is not limited thereto.

[0062] A graphical user interface is provided through a terminal device, and at least part of a virtual scene of a game is displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device. Exemplarily, the virtual object can be controlled to move in the virtual scene, for example, the virtual object can be controlled to run, jump, crawl, etc., and the virtual object can also be controlled to use virtual skills, virtual props, etc. provided in the game to interact with other virtual objects in the game.

[0063] In an embodiment of the present application, the virtual object is configured with a target game skill. For example, the target game skill is configured to control the virtual object to emit a specified number of virtual props in a preset scattering pattern in a virtual scene. In addition, the target game skill can also be configured to control the virtual object to recycle virtual props that meet specified prop recycling conditions in the virtual scene.

[0064] like Figure 1 As shown, the information processing method in the game of the exemplary embodiment of the present application specifically includes:

[0065] Step S101: In response to a first release instruction for a target game skill, a virtual object is controlled to shoot out a specified number of virtual props in a virtual scene, and a specified number of prop identifiers are displayed on a graphical user interface.

[0066] Here, the first release instruction may refer to a control instruction issued by the terminal device, and the first release instruction may refer to a control instruction for manipulating the virtual object to release the target game skill in the virtual scene. As an example, the first release instruction may be generated by an external input device (such as a keyboard and / or a mouse) connected to the terminal device, or, in the case where the terminal device is a device with a touch screen, the first release instruction may be generated by a touch operation performed on the touch screen.

[0067] In one case, the target game skill may be an ability possessed by the virtual object itself.

[0068] For example, the original skills given by the game to the virtual object, for example, the target game skill can be the general attack skill possessed by the virtual object. At this time, the skill does not require skill cooling or skill triggering, and can be released continuously and multiple times.

[0069] In another case, the target game skill may be an ability possessed by a virtual object by holding virtual props or equipping virtual accessories.

[0070] For example, the virtual object can be controlled to pick up virtual props or virtual accessories in the virtual scene. The virtual props or virtual accessories can be randomly generated in the virtual scene, or dropped in the virtual scene when the enemy virtual object is defeated, or obtained by completing a virtual task in a virtual game. When the virtual object currently holds the above virtual props or is equipped with virtual accessories, the virtual object has the above target game skills.

[0071] In an embodiment of the present application, the virtual props shot out in the virtual scene are associated with the target game skills. The number of virtual props shot out can be one or more. The specified number corresponding to the shot virtual props can be a default value or a custom setting by the player. The present application does not impose any restrictions on this.

[0072] The prop identifier in the embodiment of the present application is an identifier displayed on the graphical user interface and corresponding to the virtual prop. The number of prop identifiers is consistent with the number of virtual props ejected, that is, each prop identifier corresponds to a virtual prop.

[0073] In one case, the item identifier and the virtual item are bound one-to-one.

[0074] At this time, the identification position of each prop identification on the graphical user interface corresponds to the prop orientation of a virtual prop in the virtual scene. For example, for each virtual prop, the prop identification corresponding to the virtual prop displayed on the graphical user interface can be controlled to be updated based on the real-time position of the ejected virtual prop in the virtual scene, so that the indication mode of the prop identification corresponds to the real-time position of the ejected virtual prop in the virtual scene.

[0075] In another case, there is no one-to-one binding relationship between the prop identifier and the virtual prop.

[0076] At this time, the number of virtual props ejected can be reflected through the prop identifier, and a preset scattering shape showing a specified number of virtual props ejected in the virtual scene can be presented.

[0077] In an exemplary embodiment of the present application, the arrangement direction of a specified number of prop logos on a graphical user interface corresponds to a preset scattering shape when a specified number of virtual props are ejected. Exemplarily, the preset scattering shape may include but is not limited to strip scattering, which may include but is not limited to horizontal scattering and vertical scattering.

[0078] For the case where the preset scattering pattern is horizontal scattering, a specified number of props marks can be arranged horizontally on the graphical user interface, refer to Figure 2 An example of the arrangement of prop identifications is shown. In this example, it is assumed that the specified number of virtual props to be shot is 5, and 5 virtual props are shot in the virtual scene in the form of horizontal strips. At this time, 5 prop identifications 22 can be displayed on the graphical user interface, and the 5 prop identifications 22 are arranged one by one horizontally.

[0079] In a preferred example of the present application, the graphical user interface may further include a crosshair, which is used to indicate the aiming direction of the virtual object, such as Figure 2 In the crosshair 11 shown in FIG. 1 , a specified number of prop logos 22 are displayed on the periphery of the crosshair 11 . Optionally, a specified number of prop logos 22 may be displayed below the crosshair 11 .

[0080] In the case where the preset scattering shape is longitudinal scattering, a specified number of prop logos are arranged longitudinally on the graphical user interface. For example, the specified number of prop logos can be arranged longitudinally on the left or right side of the crosshair.

[0081] In the case where the prop identifier and the virtual prop are bound one-to-one, the prop identifier on the far left of the graphical user interface corresponds to the virtual prop ejected on the far left in the virtual scene, and so on.

[0082] Through this application, when facing the launch of multiple projectiles, on the basis of maintaining the original skill function, the number and recyclability of virtual props can be perceived through the prop identification on the graphical user interface, thereby avoiding excessive screen obstruction.

[0083] Here, the timing for triggering the display of the prop logo on the graphical user interface may include the following situations:

[0084] In the first embodiment, when the virtual prop is ejected, the corresponding prop logo is displayed on the graphical user interface.

[0085] For example, in response to a first release instruction for a target game skill, a specified number of prop identifiers may be displayed on a graphical user interface while controlling the virtual object to shoot a specified number of virtual props in a virtual scene.

[0086] Here, after a specified number of virtual props are shot out in the virtual scene, the specified number of virtual props will move (or fly) in the virtual scene. Regarding the situation where the launching of virtual props and the display of prop identifiers on the graphical user interface are triggered at the same time, the movement of the specified number of virtual props in the virtual scene can be reflected based on the display status change of the specified number of prop identifiers.

[0087] Exemplarily, the display state change of the prop identification may include, but is not limited to, the dynamic change of the display size, and / or the dynamic change of the identification distance value between adjacent prop identifications. For example, the display state of the prop identification may be controlled to change gradually and progressively based on the flight time of the virtual prop in the virtual scene.

[0088] In the case where the display state of the props logo changes to a dynamic change in display size, the display size of each prop logo can be adjusted based on the flight time of the virtual props. In this case, the display size of the prop logo is positively correlated with the flight time of the virtual props. Figure 2 Taking the dots shown in as an example, when a specified number of virtual props are shot out, the graphical user interface presents: as the flight time of the virtual props increases, the area of ​​the dots displayed on the graphical user interface gradually increases.

[0089] In the case where the display state of the prop identification changes to the dynamic change of the identification distance value between adjacent prop identifications, the identification distance value between the specified number of prop identifications can be adjusted based on the flight time of the virtual prop. As an example, the specified number of prop identifications can be evenly spaced on the graphical user interface, and the identification distance value between adjacent prop identifications is positively correlated with the flight time of the virtual prop. Figure 2Taking the dots shown in as an example, when a specified number of virtual props are shot out, the graphical user interface presents: as the flight time of the virtual props increases, the identification distance value between the dots displayed on the graphical user interface gradually increases.

[0090] It should be understood that the above-mentioned changes in the display size of the prop logo and the change in the logo distance value between the prop logos can be changed separately or simultaneously, and this application does not impose any restrictions on this.

[0091] FIG. 3A to FIG. 3C A schematic diagram showing the dynamic changes of a specified number of prop identifications provided by an exemplary embodiment of the present application.

[0092] Exemplarily, when a specified number of virtual props are ejected, Figure 3A The figure shows the initial state of the specified number of props on the graphical user interface. Figure 3B The figure shows the intermediate states of the props during the flight of the virtual props. Figure 3C The figure shows the final state of the specified number of props marks on the graphical user interface. That is, when the specified number of virtual props are ejected, the prop marks displayed on the graphical user interface change from Figure 3A The initial state shown is Figure 3C The final state shown changes step by step.

[0093] In the above example, the prop identification is triggered and displayed when the virtual prop is released by the virtual object. The number of virtual props launched can be timely known through the prop identification, and the flight status of the virtual prop can be known through the change of the display state of the prop identification. Furthermore, the range of action of the virtual prop in the virtual scene can be estimated by the change of the identification distance value between the prop identifications. Here, the range of action can refer to the shooting influence range of shooting a specified number of virtual props in the virtual scene when releasing the target game skill, and can also refer to the recovery influence range of recovering virtual props in the virtual scene.

[0094] In the second embodiment, when the virtual prop stays in the virtual scene, the corresponding prop logo is displayed on the graphical user interface.

[0095] For example, in response to a first release instruction for a target game skill, the virtual object can be controlled to shoot a specified number of virtual props in the virtual scene, and in response to the virtual props staying in the virtual scene, a specified number of prop identifiers can be displayed on the graphical user interface.

[0096] Here, the identification distance value between adjacent prop identifications is positively correlated with the relative distance value, and the relative distance value refers to the distance value between a first position corresponding to the virtual prop and a second position corresponding to the virtual object in the virtual scene.

[0097] In an exemplary embodiment of the present application, the first position of the virtual prop in the virtual scene may be determined in one of the following ways.

[0098] In one example, in response to a specified number of virtual props being shot out and hitting a target object in the virtual scene during flight, the position of the target object when the hit occurs is determined as the first position of the virtual prop in the virtual scene. Here, the target object may include but is not limited to a virtual object in the virtual scene, and / or an enemy virtual object, and / or an NPC.

[0099] Figure 4 One of the schematic diagrams showing a virtual prop provided by an exemplary embodiment of the present application being ejected in a virtual scene.

[0100] like Figure 4 As shown, A represents a virtual object, B represents the scope of action of the target game skill released by the virtual object in the virtual scene, and C represents the five virtual props that are shot out. In this example, in response to the first release instruction for the target game skill, the virtual object A is controlled to shoot out a specified number of virtual props C in the virtual scene. After the virtual prop C is shot out, it hits the target object D in the virtual scene during flight, and the position of the hit target object D is determined as the first position of the virtual prop C in the virtual scene. Then, according to the distance value between the second position of the virtual object A in the virtual scene and the first position, the identification distance value between each prop identification is determined, so that each prop identification is presented on the graphical user interface with the determined identification distance value. At this time, the identification distance value between each prop identification will change between the minimum value (initial state) and the maximum value (final state).

[0101] In another example, in response to a specified number of virtual props not hitting a target object in the virtual scene during flight after being fired, the intersection of the flight direction of the virtual props and the boundary of the effective range of the target game skill may be determined as the first position of the virtual props in the virtual scene.

[0102] Figure 5 The second schematic diagram shows a virtual prop provided by an exemplary embodiment of the present application being ejected in a virtual scene.

[0103] like Figure 5As shown, in this example, in response to the first release instruction for the target game skill, the virtual object A is controlled to shoot out a specified number of virtual props C in the virtual scene. After the virtual prop C is shot out, it does not hit the target object in the virtual scene during the flight. At this time, the virtual prop C will fly to the farthest point in the virtual scene, that is, the virtual prop C flies to the boundary of the effective range of the target game skill, so as to determine the first position of the virtual prop in the virtual scene, and then present each prop identifier on the graphical user interface according to the distance value between the second position of the virtual object A in the virtual scene and the first position.

[0104] In the embodiment of the present application, each prop identification displayed on the graphical user interface can dynamically adjust the scattering range (i.e., the identification distance value between each prop identification) following the change in the distance between the first position of the virtual prop in the virtual scene and the second position of the virtual object in the virtual scene, so as to reflect the staying position of the virtual prop in the virtual scene through the prop identification presented on the interface, and convey to the player the information of the diffusion range of the projectile when it hits. In this way, not only can the display occlusion problem after the release of multiple projectiles be avoided, but also the player can clearly observe the number of props and the diffusion range after releasing the projectiles.

[0105] In an optional example, while displaying a specified number of props marks on the graphical user interface, a virtual model corresponding to each virtual prop can also be displayed at the first position in the virtual scene. That is, the virtual model corresponding to each virtual prop is mounted in the virtual scene, and as the virtual object moves or the viewing angle is adjusted, the virtual model of the virtual prop may not be within the field of view of the virtual object, but the prop mark is always displayed on the graphical user interface after the virtual prop is ejected, so that the player can grasp the relevant situation of the virtual prop in a timely manner.

[0106] return Figure 1 , step S102: in response to a specified number of virtual props being ejected, based on the prop status of the ejected virtual props in the virtual scene, controlling the updating of the prop identification displayed on the graphical user interface to indicate whether the prop status corresponding to the virtual props satisfies the specified prop recycling condition.

[0107] In the embodiment of the present application, the prop status of each virtual prop (i.e., the recycling status of the virtual prop) can be represented based on the prop identification displayed on the graphical user interface, so as to provide recycling prompts for each virtual prop. Figure 2 Taking the example shown as an example, a solid dot may be used to indicate that the corresponding virtual prop is a recyclable virtual prop, and a hollow dot may be used to indicate that the corresponding virtual prop is a non-recyclable virtual prop.

[0108] Here, the prop status of the virtual props includes a recyclable state and a non-recyclable state. Whether each virtual prop is recyclable is distinguished by the display status of each prop logo displayed on the graphical user interface, so as to avoid various problems caused by the need for players in related technologies to search for virtual models of virtual props one by one in the virtual scene and estimate their recycling status.

[0109] In the case where the item state of the virtual item is a recyclable state (i.e., satisfies the specified item recycling condition), a first item identifier may be presented in a first display form in response to the item state corresponding to the virtual item satisfying the specified item recycling condition. Here, the first item identifier is the item identifier corresponding to the virtual item whose item state satisfies the specified item recycling condition, and the first display form is used to indicate that the corresponding virtual item satisfies the specified item recycling condition.

[0110] In the case where the item state of the virtual item is not recyclable (i.e., does not meet the specified item recycling conditions), the second item identifier may be presented in a second display form in response to the item state corresponding to the virtual item not meeting the specified item recycling conditions. Here, the second item identifier is the item identifier corresponding to the virtual item whose item state does not meet the specified item recycling conditions, and the second display form is used to indicate that the corresponding virtual item does not meet the specified item recycling conditions.

[0111] The first display form is different from the second display form, and is used to distinguish different states of virtual props. Exemplarily, the two display forms may differ in at least one of the following items: display pattern, display shape, and display color. In this way, the display form of the prop identifier displayed on the graphical user interface can intuitively show the player whether the projectile is recyclable.

[0112] In the embodiment of the present application, the target virtual props that meet the specified prop recycling conditions among the specified number of virtual props may include but are not limited to at least one of the following situations.

[0113] In the first embodiment, the virtual props among the specified number of virtual props are located within the target field of view.

[0114] For example, a recycling mechanism may be pre-configured for virtual props, and the recycling mechanism may include that the prop state of virtual props located within the target field of view (including those located on the boundary of the target field of view) is a recyclable state, and the prop state of virtual props located outside the target field of view is a non-recyclable state, based on which, the virtual props located within the target field of view are determined as target virtual props that meet the specified prop recycling conditions. Exemplarily, the above-mentioned target field of view may refer to the field of view of the virtual object, for example, the observation range when observing in the virtual environment from the first-person perspective of the virtual object or the third-person perspective.

[0115] In the second embodiment, the control authority of the virtual props among the specified number of virtual props belongs to the virtual object.

[0116] For example, the target object hit by the virtual prop may have a specified defense attribute, which can trigger the confiscation of the virtual prop that hits itself or make the prop that hits itself invalid. If the above situation occurs, the control authority of the virtual prop no longer belongs to the virtual object, and accordingly, the prop state of the virtual prop is irrecoverable. If the above situation does not occur, the control authority of the virtual prop belongs to the virtual object, and accordingly, the prop state of the virtual prop is recyclable.

[0117] In a third embodiment, virtual items among the specified number of virtual items are located within the effective range of the target game skill.

[0118] Here, the effective range of the target game skill may correspond to the effective range of the target game skill in the virtual scene. Generally, after the virtual prop is shot, the virtual prop will fly as far as the boundary of the effective range of the target game skill. However, if the virtual prop falls into a sunken surface in the virtual scene during the flight, the position of the virtual prop in the virtual scene is outside the effective range of the target game skill, and the prop state of the virtual prop is an unrecoverable state. If the position of the virtual prop in the virtual scene is within the effective range of the target game skill, the prop state of the virtual prop is a recyclable state. Exemplarily, the sunken surface may include a cliff or a river.

[0119] In the fourth embodiment, the target object hit by the virtual item is in a valid state.

[0120] For example, if the target object hit by the virtual prop is in a valid state, the prop state of the virtual prop is a recyclable state; if the target object hit by the virtual prop is in an invalid state, the prop state of the virtual prop is an unrecyclable state.

[0121] For example, the target object may be a virtual object (e.g., a virtual building) in a virtual scene that can be dismantled or destroyed. In this case, the target object being in a valid state may mean that the virtual object exists in the virtual scene, and the target object being in an invalid state may mean that the virtual object is dismantled or destroyed in the virtual scene. In addition, the target object may be an enemy virtual object or NPC in a virtual scene. In this case, the target object being in a valid state may mean that the enemy virtual object or NPC is alive, and the target object being in an invalid state may mean that the enemy virtual object or NPC is dead.

[0122] In the embodiment of the present application, the prop recycling condition can be determined for each virtual prop that is ejected, and a prompt can be given on the graphical user interface regarding the recyclability of each virtual prop.

[0123] In a preferred embodiment of the present application, the information processing method in the above-mentioned game may also include: in response to a second release instruction for the target game skill, controlling the virtual object to recycle the target virtual props that meet the specified prop recycling conditions among the specified number of virtual props in the virtual scene.

[0124] Here, the second release instruction may refer to a control instruction issued by the terminal device, and the second release instruction may refer to a control instruction for manipulating the virtual object to recycle the virtual props in the virtual scene. As an example, the second release instruction may be generated by an external input device connected to the terminal device, or, in the case where the terminal device is a device with a touch screen, the second release instruction may be generated by a touch operation performed on the touch screen.

[0125] In the process of recovering the virtual props, the enemy virtual objects on the recovery path of the virtual props may be attacked. Here, the recovery path may refer to the path from the first position of the virtual props in the virtual scene to the position of the virtual object.

[0126] The second release instruction for the target game skill is generated by at least one of the following methods.

[0127] One situation, automatic recycling method.

[0128] In this case, in response to the end of the skill release countdown, a second release instruction for the target game skill can be automatically generated, and the skill release countdown is triggered to start timing when the virtual prop is ejected.

[0129] In a preferred embodiment of the present application, the graphical user interface may also include a timing mark, which is used to indicate the progress of the skill release countdown. For example, the timing mark may be displayed around a specified number of prop marks.

[0130] Figure 6 A schematic diagram showing a timing mark provided by an exemplary embodiment of the present application.

[0131] like Figure 6 As shown, in the case where a crosshair 11 is displayed on the graphical user interface, a specified number of prop logos 22 can be displayed below the crosshair 11, and a timing logo 33 can be displayed below the prop logo 22. The progress of the skill release countdown is represented by the change of the pattern in the timing logo 33, that is, the countdown for triggering the automatic recovery of the virtual props is represented.

[0132] Another situation is active recycling.

[0133] In this case, a second release instruction for the target game skill may be generated in response to the recycling operation for the target game skill.

[0134] Here, the recycling operation may refer to an operation for manipulating a virtual object to recycle virtual props that meet a specified prop recycling condition in a virtual scene. As an example, the recycling operation may be input through an external input device connected to the terminal device, or, in the case where the terminal device is a device with a touch screen, the recycling operation may be input through a touch operation performed on the touch screen.

[0135] For example, when a specified number of virtual props are recycled, the dynamic changes of the specified number of props identifications are as follows: the identification distance between the prop identifications is negatively correlated with the flight time of the virtual props, and / or the display size of the prop identification is negatively correlated with the flight time of the virtual props. FIG. 3A to FIG. 3C Taking the example shown as an example, when the virtual props are ejected, the distance values ​​between the props marks change in a diffused form (gradually increasing), and when the virtual props are recovered, the distance values ​​between the props marks change in a gathered form (gradually decreasing). And / or, when the virtual props are ejected, the display size of each prop mark increases gradually, and when the virtual props are recovered, the display size of each prop mark decreases gradually.

[0136] In an optional embodiment, the information processing method in the game of the present application may further include: for each virtual prop, during the process of the virtual prop flying along the recovery path, in response to the virtual prop colliding with an obstruction in the virtual scene, determining whether the virtual prop can penetrate the obstruction to contact the target virtual object, in response to the virtual prop penetrating the obstruction and contacting the target virtual object, reducing the attack value of the virtual prop against the target virtual object, and in response to the virtual prop failing to penetrate the obstruction, controlling the virtual prop not to attack the target virtual object. Here, the target virtual object can be an enemy virtual object in the virtual scene or an NPC.

[0137] Exemplarily, in the case where a virtual prop penetrates an obstruction, the movement attribute of the virtual prop that penetrates the obstruction can also be reduced, such as reducing the flight speed, flight distance value, etc. If the virtual prop after the movement attribute reduction can touch the target virtual object, the attack value of the virtual prop against the target virtual object is reduced; if the virtual prop after the movement attribute reduction cannot touch the target virtual object, the virtual prop is controlled not to attack the target virtual object.

[0138] In a preferred embodiment of the present application, the effect of the field of view of the virtual object on the recovery of the projectile is also taken into consideration to solve the problem that the player has difficulty in controlling the recovery direction and path when the projectile is not within the field of view.

[0139] Figure 7 A flowchart showing steps of updating a prop identification based on a field of view provided by an exemplary embodiment of the present application.

[0140] like Figure 7 As shown, in step S103, in response to the movement control instruction and / or the orientation adjustment instruction for the virtual object, the virtual object is controlled to move and / or adjust its orientation in the virtual scene.

[0141] Here, the virtual scene content presented by the graphical user interface may be controlled to change by at least one of the following methods.

[0142] A method for updating virtual scene content presented in a graphical user interface according to a position change of a virtual object in the virtual scene.

[0143] Exemplarily, in response to a movement control instruction for a virtual object, the virtual object is controlled to move in the virtual scene, so that the virtual scene content presented in the graphical user interface changes.

[0144] Another way is to update the virtual scene content presented in the graphical user interface according to the change of the virtual object observation angle.

[0145] For example, in response to an instruction to adjust the orientation of a virtual object, the virtual object is controlled to adjust its orientation in the virtual scene, so that the presented virtual scene content changes.

[0146] Exemplarily, the virtual scene content presented in the graphical user interface may be a scene picture obtained by shooting the virtual scene with a virtual camera, that is, the scene picture may be a picture of observing the virtual scene from a preset perspective (i.e., direction), and the preset perspective is the angle when observing the virtual object in the virtual scene through the virtual camera.

[0147] The virtual camera is a camera model located on the body of the virtual object or around the virtual object in the virtual scene, through which the virtual object in the virtual scene can be observed from different perspectives. Optionally, the virtual camera will not be actually displayed in the virtual scene displayed by the application, that is, the virtual camera cannot be seen in the virtual scene content displayed by the graphical user interface.

[0148] Exemplarily, each virtual object has a one-to-one corresponding virtual camera in the virtual scene, and the position of the virtual camera changes synchronously with the position of the virtual object, that is, the virtual camera automatically follows the virtual object in the virtual scene, so that the scene image captured by the virtual camera changes as the virtual object moves in the virtual scene. Optionally, during the automatic following process, the relative position of the virtual camera and the virtual object does not change.

[0149] Optionally, the preset viewing angle may be an observation angle when observing the virtual object from a first-person perspective or a third-person perspective in a virtual environment.

[0150] Based on this, when the position of a virtual object in a virtual scene changes, the position of the virtual camera corresponding to the virtual object changes accordingly. When the observation angle (direction) of the virtual object changes, the angle of view of the virtual camera corresponding to the virtual object also changes accordingly, thereby causing the virtual scene content captured by the virtual camera to change synchronously.

[0151] In step S104, based on the positional relationship between the prop position of each virtual prop in the virtual scene and the field of view of the virtual object, the prop identification displayed on the graphical user interface is controlled to be updated.

[0152] Exemplarily, the prop position of the virtual prop in the virtual scene refers to the position where the virtual prop stays in the virtual scene after being shot out, and the field of view of the virtual object refers to the range of the scene image obtained by shooting the virtual scene with the virtual camera.

[0153] In an embodiment of the present application, the display status of the prop identification displayed on the graphical user interface is combined with the rotation direction of the player's field of view, so that even if the virtual prop is outside the field of view, the position of the projectile in the virtual scene can be quickly located based on the indication of the prop identification displayed on the graphical user interface.

[0154] In the case where the prop position is within the field of view (including at the boundary of the field of view), a third prop identifier may be presented in a third display form in response to the prop position corresponding to the virtual prop being within the field of view. Here, the third prop identifier is a prop identifier corresponding to the virtual prop whose prop position is within the field of view, and the third display form is used to indicate that the prop position of the corresponding virtual prop is within the field of view.

[0155] In the case where the prop position is outside the field of view, a fourth prop identifier may be presented in a fourth display form in response to the prop position corresponding to the virtual prop being outside the field of view. Here, the fourth prop identifier is a prop identifier corresponding to the virtual prop whose prop position is outside the field of view, and the fourth display form is used to indicate that the prop position of the corresponding virtual prop is outside the field of view.

[0156] As an example, the third display mode is different from the fourth display mode and is used to distinguish different positional relationships between the prop position of the virtual prop and the field of view of the virtual object.

[0157] In a preferred embodiment of the present application, the third display form and the fourth display form for distinguishing different positional relationships may be superimposed on the first display form and the second display form for distinguishing different prop states of virtual props.

[0158] In one case, the positional relationship between the prop position of the virtual prop and the field of view of the virtual object is associated with whether the virtual prop is recyclable, and feedback is given through the prop identifier displayed on the graphical user interface.

[0159] Figure 8 One of the schematic diagrams showing the display prop identification provided by the exemplary embodiment of the present application.

[0160] like Figure 8 As shown, 10 represents a scene screen of observing a virtual scene from a top-down perspective. The scene screen 10 is a schematic diagram for representing the movement of a specified number of virtual props shot out in the virtual scene and the positional relationship between the prop positions of the virtual props and the field of view. It is not the actual game screen presented on the graphical user interface.

[0161] In the scene screen 10 of this example, A represents a virtual object controlled by a terminal device in a virtual scene, E represents a field of view corresponding to the virtual object, and C represents five virtual props that are ejected.

[0162] Exemplarily, for a mechanism in which a virtual prop is out of the field of view, the prop state of the virtual prop is an unrecoverable state, and a virtual prop is within the field of view, the prop state of the virtual prop is a recyclable state, combined with the above-mentioned scheme of “prompting different prop states of virtual props (recyclable projectile prompts)”, for each virtual prop, in response to the prop position of the virtual prop being within the field of view E of the virtual object, it is determined that the prop state of the virtual prop is a recyclable state. At this time, the prop identifier corresponding to the virtual prop is presented in the first display form on the graphical user interface 20, such as Figure 8As shown, five prop identifiers are presented in the form of solid dots on the graphical user interface 20 to indicate that the corresponding five virtual props in the virtual scene all meet the specified prop recycling conditions.

[0163] If the position and / or orientation of the virtual object A changes, the virtual scene content in its field of view E also changes accordingly. Fig. 9 For example, if the virtual object A is controlled to rotate to the left, so that the two virtual props on the right side of the virtual scene are outside the field of view of the virtual object A, the prop status of the two virtual props is unrecoverable. At this time, the prop identifiers corresponding to the two virtual props are presented in the second display form on the graphical user interface 20, such as Fig. 9 As shown, the two prop identifiers are presented in the form of hollow dots on the graphical user interface 20 to indicate that the corresponding two virtual props in the virtual scene do not satisfy the specified prop recycling conditions, and the other three prop identifiers are presented in the form of solid dots on the graphical user interface 20 to indicate that the corresponding three virtual props in the virtual scene satisfy the specified prop recycling conditions.

[0164] If the display form of the specified number of props symbols displayed on the graphical user interface is changed from Figure 8 to Figure 9 or from Figure 9 to Figure 8 The dynamic change process of the display form of each prop identifier can be used to understand the relative position relationship between the prop position of each virtual prop and the field of view, so as to help the player adjust the field of view to observe the prop position of the virtual prop, and / or change the prop state of the virtual prop by adjusting the field of view.

[0165] It should be understood that the arrow displayed on the graphical user interface is used to indicate the rotation direction of the virtual object, and may be displayed on the graphical user interface or not, and the present application does not impose any limitation on this.

[0166] In the above example, the rotation of the virtual object's field of view is closely combined with the display of the props logo. For the situation where projectiles outside the field of view cannot be recovered, the player can intuitively understand the current position and direction of the projectile when adjusting the viewing angle by clearly distinguishing the recoverable state. The above design scheme allows players to quickly locate the projectile's location by relying on the instructions of the props logo on the graphical user interface when deciding whether to recover the projectile, thereby significantly improving the convenience of the recovery operation.

[0167] Fig.10 A third schematic diagram showing a display prop identification provided by an exemplary embodiment of the present application.

[0168] In this example, the crosshairs 11, a specified number of prop identifiers 22, and a timing identifier 33 can be displayed on the graphical user interface 20. When the prop positions of all virtual props are within the field of view E of the virtual object, the prop identifier corresponding to each virtual prop can be presented in a first display form (such as a solid dot) on the graphical user interface 20.

[0169] Exemplarily, the crosshair is usually displayed at the center of the graphical user interface, and based on this, the item mark 22 and the timing mark 33 are also displayed near the center for easy viewing by the player. It should be understood that the above-mentioned distinction between the first display form and the second display form in the form of solid dots and hollow dots is only an example, and the present application is not limited thereto, and different display forms can also be distinguished in other ways.

[0170] like Fig.11 As shown, if the direction of the virtual object A is controlled to rotate to the left, causing the three virtual props on the right side of the virtual scene to be outside the field of view of the virtual object A, the prop status of the above three virtual props is non-recyclable. At this time, the prop identifiers corresponding to the three virtual props are presented in the second display form on the graphical user interface 20. For example, the three prop identifiers are presented in the form of hollow dots on the graphical user interface 20, and the two prop identifiers on the left are presented in the form of solid dots on the graphical user interface 20.

[0171] like Fig.12 As shown, if the direction of the virtual object A is controlled to rotate to the right, causing the two virtual props on the left side of the virtual scene to be outside the field of view of the virtual object A, the prop status of the above two virtual props is non-recyclable. At this time, the two prop logos are presented in the form of hollow dots on the graphical user interface 20, and the three prop logos on the right side are presented in the form of solid dots on the graphical user interface 20.

[0172] Undertake Fig.12 In the example shown, if the virtual object A is controlled to rotate rightward, all virtual props in the virtual scene are outside the field of view E of the virtual object A. At this time, all props marks are presented in the form of hollow dots on the graphical user interface 20 (such as Fig.13 shown).

[0173] It should be understood that the above-mentioned scheme of simultaneously displaying the crosshair 11, the specified number of props marks 22 and the timing mark 33 on the graphical user interface 20 is only an example of display of the graphical user interface, and the present application is not limited thereto. It is also possible to display only the specified number of props marks 22, or to display the specified number of props marks 22 and the timing mark 33 on the graphical user interface. In addition, the display style for virtual props in the scene screen 10 is only an example, and virtual props can be presented in various display styles according to needs, and the present application does not limit this.

[0174] In addition, the viewing angle in the scene screen 10 is only to facilitate the relative position relationship between the prop position of the virtual prop and the visual range, and is not the actual game screen displayed on the graphical user interface when the game is running. In addition, the mark (such as the "□" shown in the figure) used to indicate that the virtual prop is not recyclable, the arrow indicating the rotation direction of the visual range, and the displayed visual range displayed in the scene screen 10 may not be displayed in the actual game screen, or one or more of them may be displayed in the actual game screen, and this application does not limit this.

[0175] In another case, the positional relationship between the prop position of the virtual prop and the field of view of the virtual object has no correlation with whether the virtual prop is recyclable, that is, the virtual prop located outside the field of view of the virtual object can also be recycled. At this time, the recyclability of the virtual prop and the positional relationship between the prop position of the virtual prop and the field of view can be fed back through the prop logo displayed on the graphical user interface.

[0176] Fig.14 Schematic diagram seven showing a display prop identification provided by an exemplary embodiment of the present application.

[0177] like Fig.14 As shown, if the direction of the virtual object A is controlled to rotate to the left, resulting in the two virtual props on the right side of the virtual scene being outside the field of view E of the virtual object A, at this time, the following situations are distinguished by the display status represented by each prop: recyclable virtual props outside the field of view E (as shown in the figure, the fill style of the two dots on the right side of the graphical user interface 20), recyclable virtual props within the field of view E (as shown in the figure, the fill style of the three dots on the left side of the graphical user interface 20), and non-recyclable virtual props within the field of view E or outside the field of view E (not shown in the figure).

[0178] In the above example, updating the prop identifier based on the prop state of the virtual prop and updating the prop identifier based on the field of view can be performed simultaneously and can be distinguished by the display form of the prop identifier.

[0179] By visualizing the released projectiles graphically, the problem of how to perceive whether the projectiles can be recovered or the number of projectiles displayed when releasing multiple projectile skills in the game is solved.

[0180] Based on the same application concept, the embodiments of the present application also provide an information processing device in a game corresponding to the method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the information processing method in the game in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0181] Fig.15 This is a schematic diagram of the structure of the information processing device in the game provided by the exemplary embodiment of the present application. Fig.15 As shown, a graphical user interface is provided by a terminal device, and at least part of a virtual scene of the game is displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill. The information processing device 200 in the game includes:

[0182] The release control module 210 controls the virtual object to shoot a specified number of virtual props in the virtual scene in response to a first release instruction for the target game skill, and displays the specified number of prop identifiers on the graphical user interface; wherein each of the prop identifiers corresponds to one of the virtual props;

[0183] The identification updating module 220 controls the updating of the prop identification displayed on the graphical user interface in response to the specified number of virtual props being ejected, based on the prop status of the ejected virtual props in the virtual scene, to indicate whether the prop status corresponding to the virtual props satisfies the specified prop recycling condition.

[0184] In a possible implementation of the present application, the device also includes: a recycling control module, which controls the virtual object to recycle the target virtual props that meet the specified prop recycling conditions among the specified number of virtual props in the virtual scene in response to a second release instruction for the target game skill.

[0185] In a possible implementation of the present application, the target virtual props among the specified number of virtual props that meet the specified prop recovery conditions include: virtual props among the specified number of virtual props that are located within the target field of view; and / or virtual props among the specified number of virtual props whose control authority belongs to the virtual object; and / or virtual props among the specified number of virtual props that are located within the effective range of the target game skill.

[0186] In one possible implementation of the present application, the target game skill is configured to control the virtual object to emit the specified number of virtual props in a preset scattering pattern in the virtual scene, wherein the preset scattering pattern includes horizontal scattering, and the specified number of prop logos are arranged horizontally on the graphical user interface, or the preset scattering pattern includes vertical scattering, and the specified number of prop logos are arranged vertically on the graphical user interface.

[0187] In a possible implementation of the present application, the identification update module 220 is further used to adjust the identification distance value between the specified number of prop identifications based on the flight time of the virtual props in the virtual scene, wherein when the specified number of virtual props are shot out, the identification distance value is positively correlated with the flight time of the virtual props, and when the specified number of virtual props are recovered, the identification distance value is negatively correlated with the flight time of the virtual props.

[0188] In a possible implementation manner of the present application, the identification position of each of the prop identifications on the graphical user interface corresponds to the prop position of a virtual prop in the virtual scene.

[0189] In a possible implementation of the present application, the identification update module 220 is further used to: in response to the prop state corresponding to the virtual prop satisfying the specified prop recycling conditions, present a first prop identification in a first display form, the first prop identification being the prop identification corresponding to the virtual prop whose prop state satisfies the specified prop recycling conditions, and the first display form is used to indicate that the corresponding virtual prop satisfies the specified prop recycling conditions; in response to the prop state corresponding to the virtual prop not satisfying the specified prop recycling conditions, present a second prop identification in a second display form, the second prop identification being the prop identification corresponding to the virtual prop whose prop state does not satisfy the specified prop recycling conditions, and the second display form is used to indicate that the corresponding virtual prop does not satisfy the specified prop recycling conditions, and the first display form is different from the second display form.

[0190] In a possible implementation of the present application, the identification update module 220 is further used to: control the movement and / or orientation adjustment of the virtual object in the virtual scene in response to movement control instructions and / or orientation adjustment instructions for the virtual object; and control the update of the prop identification displayed on the graphical user interface based on the positional relationship between the prop position of each virtual prop in the virtual scene and the field of view of the virtual object.

[0191] In a possible implementation of the present application, the identification updating module 220 is further used to: in response to a prop position corresponding to the virtual prop being within the field of view, present a third prop identification in a third display form, the third prop identification being a prop identification corresponding to the virtual prop whose prop position is within the field of view, and the third display form being used to characterize that the prop position of the corresponding virtual prop is within the field of view; in response to a prop position corresponding to the virtual prop being outside the field of view, present a fourth prop identification in a fourth display form, the fourth prop identification being a prop identification corresponding to the virtual prop whose prop position is outside the field of view, and the fourth display form being used to characterize that the prop position of the corresponding virtual prop is outside the field of view, and the third display form is different from the fourth display form.

[0192] In a possible implementation manner of the present application, the graphical user interface further includes a crosshair, the crosshair being used to indicate an aiming direction of the virtual object, and the specified number of prop identifiers are displayed around the crosshair.

[0193] In one possible implementation of the present application, a second release instruction recovery control module for the target game skill is generated by at least one of the following methods: in response to the end of the skill release countdown, a second release instruction for the target game skill is automatically generated, and the skill release countdown is triggered to start timing when the virtual prop is ejected; in response to the recovery operation for the target game skill, a second release instruction for the target game skill is generated.

[0194] In a possible implementation manner of the present application, the graphical user interface further includes a timing mark, which is used to indicate the progress of the countdown for releasing the skill, and the timing mark is displayed around the designated number of prop marks.

[0195] Through the above-mentioned device of the present application, the prop status of the virtual props can be fed back intuitively and accurately on the interface, which helps the player to timely control the recycling status of the virtual props.

[0196] See also Fig.16 , Fig.16 The schematic diagram of the structure of the electronic device provided by the exemplary embodiment of the present application. Fig.16 As shown, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .

[0197] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the information processing method in the game in any of the above embodiments can be executed, which are specifically as follows:

[0198] A graphical user interface is provided through a terminal device, and at least part of a virtual scene of the game is displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill. In response to a first release instruction for the target game skill, the virtual object is controlled to shoot out a specified number of virtual props in the virtual scene, and the specified number of prop identifiers are displayed on the graphical user interface; wherein each of the prop identifiers corresponds to a virtual prop; in response to the specified number of virtual props being shot out, based on the prop status of the shot virtual props in the virtual scene, the prop identifier displayed on the graphical user interface is controlled to be updated to indicate whether the prop status corresponding to the virtual prop meets the specified prop recovery condition.

[0199] Through the above-mentioned electronic device of the present application, the prop status of the virtual props can be fed back intuitively and accurately on the interface, which helps the player to timely control the recycling status of the virtual props.

[0200] The present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information processing method in the game in any of the above embodiments can be executed, which are as follows:

[0201] A graphical user interface is provided through a terminal device, and at least part of a virtual scene of the game is displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill. In response to a first release instruction for the target game skill, the virtual object is controlled to shoot out a specified number of virtual props in the virtual scene, and the specified number of prop identifiers are displayed on the graphical user interface; wherein each of the prop identifiers corresponds to a virtual prop; in response to the specified number of virtual props being shot out, based on the prop status of the shot virtual props in the virtual scene, the prop identifier displayed on the graphical user interface is controlled to be updated to indicate whether the prop status corresponding to the virtual prop meets the specified prop recovery condition.

[0202] Through the above-mentioned computer-readable storage medium of the present application, the prop status of the virtual props can be intuitively and accurately fed back on the interface, which helps the player to timely control the recycling status of the virtual props.

[0203] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0204] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0205] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0206] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.

[0207] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a portion of a virtual scene of the game is displayed on the graphical user interface, wherein the virtual scene includes a virtual object controlled by the terminal device, and wherein the virtual object is configured with a target game skill, and wherein the method includes: In response to a first release instruction for the target game skill, the virtual object is controlled to shoot a specified number of virtual props in the virtual scene, and the specified number of prop identifiers are displayed on the graphical user interface; wherein each of the prop identifiers corresponds to one of the virtual props; In response to the specified number of virtual props being ejected, based on the prop status of the ejected virtual props in the virtual scene, the prop identifier displayed on the graphical user interface is controlled to be updated to indicate whether the prop status corresponding to the virtual props satisfies the specified prop recycling condition.

2. The method according to claim 1, characterized in that The method further comprises: In response to a second release instruction for the target game skill, the virtual object is controlled to recycle the target virtual props that meet the specified prop recycle condition among the specified number of virtual props in the virtual scene.

3. The method according to claim 2, characterized in that The target virtual props that meet the specified prop recycling conditions among the specified number of virtual props include: The virtual props in the specified number of virtual props are located within the target field of view; and / or The virtual props of the specified number of virtual props whose control authority belongs to the virtual object; and / or The virtual props in the specified number of virtual props are located within the effective range of the target game skill.

4. The method according to claim 2, characterized in that: The target game skill is configured to control the virtual object to emit the specified number of virtual props in a preset scattering shape in the virtual scene, Wherein, the preset scattering shape includes horizontal scattering, and the specified number of prop logos are arranged horizontally on the graphical user interface, or, the preset scattering shape includes vertical scattering, and the specified number of prop logos are arranged vertically on the graphical user interface.

5. The method according to claim 4, characterized in that The method further comprises: Based on the flight time of the virtual props in the virtual scene, adjusting the identification distance values ​​between the specified number of prop identifications, When the specified number of virtual props are ejected, the identification distance value is positively correlated with the flight time of the virtual props, and when the specified number of virtual props are recovered, the identification distance value is negatively correlated with the flight time of the virtual props.

6. The method according to claim 2, characterized in that The identification position of each of the prop identifications on the graphical user interface corresponds to the prop position of a virtual prop in the virtual scene.

7. The method according to claim 1, characterized in that The controlling and updating of the prop identification displayed on the graphical user interface based on the prop state of the ejected virtual prop in the virtual scene comprises: In response to a prop state corresponding to the virtual prop satisfying a specified prop recycling condition, presenting a first prop identifier in a first display form, the first prop identifier being a prop identifier corresponding to the virtual prop whose prop state satisfies the specified prop recycling condition, the first display form being used to indicate that the corresponding virtual prop satisfies the specified prop recycling condition; In response to a prop state corresponding to the virtual prop not satisfying the specified prop recycling conditions, a second prop identifier is presented in a second display form, the second prop identifier being a prop identifier corresponding to the virtual prop whose prop state does not satisfy the specified prop recycling conditions, the second display form being used to characterize that the corresponding virtual prop does not satisfy the specified prop recycling conditions, and the first display form is different from the second display form.

8. The method according to claim 7, characterized in that The method further comprises: In response to a movement control instruction and / or a direction adjustment instruction for the virtual object, controlling the virtual object to move and / or adjust the direction in the virtual scene; Based on the positional relationship between the prop position of each virtual prop in the virtual scene and the field of view of the virtual object, the prop identifier displayed on the graphical user interface is controlled to be updated.

9. The method according to claim 8, characterized in that The controlling and updating of the prop identification displayed on the graphical user interface based on the positional relationship between the prop position of each virtual prop in the virtual scene and the field of view of the virtual object comprises: In response to a prop position corresponding to the virtual prop being within the field of view, presenting a third prop identifier in a third display form, the third prop identifier being a prop identifier corresponding to the virtual prop whose prop position is within the field of view, the third display form being used to indicate that the prop position of the corresponding virtual prop is within the field of view; In response to a prop position corresponding to the virtual prop being outside the field of view, a fourth prop identifier is presented in a fourth display form, the fourth prop identifier being a prop identifier corresponding to the virtual prop whose prop position is outside the field of view, the fourth display form being used to characterize that the prop position of the corresponding virtual prop is outside the field of view, and the third display form is different from the fourth display form.

10. The method according to claim 1, characterized in that The graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the virtual object, and the specified number of prop logos are displayed on the periphery of the crosshair.

11. The method according to claim 2, characterized in that The second release instruction for the target game skill is generated by at least one of the following methods: In response to the skill release countdown ending, automatically generating a second release instruction for the target game skill, wherein the skill release countdown is triggered to start timing when the virtual prop is ejected; In response to the recycling operation for the target game skill, a second release instruction for the target game skill is generated.

12. The method according to claim 11, characterized in that The graphical user interface also includes a timing mark, which is used to indicate the progress of the skill release countdown, and the timing mark is displayed around the specified number of prop marks.

13. An information processing device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a part of a virtual scene of the game is displayed on the graphical user interface, wherein the virtual scene includes a virtual object controlled by the terminal device, and wherein the virtual object is configured with a target game skill, wherein the apparatus comprises: a release control module, in response to a first release instruction for the target game skill, controlling the virtual object to shoot a specified number of virtual props in the virtual scene, and displaying the specified number of prop identifiers on the graphical user interface; wherein each of the prop identifiers corresponds to one of the virtual props; The identification updating module controls updating of the prop identification displayed on the graphical user interface in response to the specified number of virtual props being ejected, based on the prop status of the ejected virtual props in the virtual scene, to indicate whether the prop status corresponding to the virtual props satisfies the specified prop recycling condition.

14. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 12.

15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 12 are executed.

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