Information processing method in game, electronic equipment and readable storage medium
By controlling virtual characters to obtain virtual markers in asymmetric competitive games, the changes in virtual attribute values are achieved, and the problem of high game difficulty caused by the small number of virtual characters is solved, and the efficiency and kill rate of the game process are improved.
Patent Information
- Application Number
- CN202510173862.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-07
- Publication Date
- 2025-06-06
AI Technical Summary
In asymmetric competitive games, due to the inconsistent number of virtual characters in different camps, the faction with fewer virtual characters is at a disadvantage, and the game is difficult to win.
By controlling the first virtual character to obtain virtual markers during the game, the changes in their own virtual attribute values can be achieved, thereby increasing the kill rate, accelerating the game process, and reducing the difficulty of the game.
Through the acquisition and use of virtual markers, the first virtual character can increase its own attack power, reduce the time required to kill other characters, thereby speeding up the game process and reducing the difficulty of the game.
Smart Images

Figure CN120094197A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to an information processing method, an electronic device, and a readable storage medium in a game. Background Art
[0002] As the number of game types increases, asymmetric competitive games are emerging. In such games, there are different game camps, and the number of virtual characters in different game camps is not the same. The virtual characters in one camp complete tasks by disguising themselves and evade pursuit by the virtual characters in the enemy camp. However, when the virtual characters in one camp complete tasks, there is a risk that their disguise may be discovered.
[0003] Because the number of virtual characters in different camps in asymmetric competitive games is not consistent, the camp with fewer virtual characters will be at a disadvantage. For the virtual characters in this camp, the game is more difficult and takes a longer time, making it difficult to win the game. Summary of the invention
[0004] In view of this, the purpose of this application is to provide an information processing method, device, electronic device and readable storage medium in a game, which can control the first virtual character to obtain virtual markers during the game to achieve changes in its own virtual attribute values, thereby helping to speed up the game process and reduce the difficulty of the game.
[0005] The embodiment of the present application provides an information processing method in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of the game, a first virtual character, at least one second virtual character, and at least one non-player virtual character; the information processing method includes:
[0006] In response to a first trigger operation, controlling the first virtual character to mark a first target character with a virtual marker, wherein the first target character marked by the virtual marker is configured to mark a second target character that meets an interaction condition with the first target character with the virtual marker, wherein the first target character includes at least one of the following characters: the second virtual character and the non-player virtual character;
[0007] In response to a second trigger operation, controlling the first virtual character to obtain a virtual marker corresponding to the first target character and / or a virtual marker corresponding to the second target character in the virtual scene, and updating a virtual attribute value of the first virtual character according to the obtained virtual marker;
[0008] When the virtual attribute value reaches a preset threshold, in response to a third trigger operation, the first virtual character is controlled to execute a corresponding game behavior.
[0009] In a possible implementation, controlling the first virtual character to mark the first target character with a virtual marker includes:
[0010] Controlling the first virtual character to perform a common attack, and determining a first target character hit by the common attack;
[0011] Controlling the first target character to execute the game interaction behavior corresponding to the common attack;
[0012] During the process in which the first target character performs the game interaction behavior, a virtual marker is added to the first target character through the specific game behavior of the first virtual character that always exists in the game.
[0013] In a possible implementation, controlling the first virtual character to mark the first target character with a virtual marker includes:
[0014] The first virtual character is controlled to release a first skill, a first target character hit by the first skill is determined, and a virtual marker is added to the first target character.
[0015] In a possible implementation, the first virtual character includes a first form and a second form, and when the virtual attribute value reaches a preset threshold, in response to a third trigger operation, controlling the first virtual character to perform a corresponding game behavior includes:
[0016] When the virtual attribute value reaches a preset threshold, in response to a third trigger operation, the first virtual character is controlled to switch from the current first form to the second form, and a second character attribute parameter corresponding to the second form is configured for the first virtual character.
[0017] In a possible implementation manner, the information processing method further includes:
[0018] When the first virtual character is in the second form, in response to a fourth trigger operation, the first virtual character is controlled to interact with the second virtual character and / or the non-player virtual character in the virtual scene in the second form.
[0019] In a possible implementation, the controlling the first virtual character to obtain the virtual marker corresponding to the first target character and / or the virtual marker corresponding to the second target character in the virtual scene includes:
[0020] In the process of controlling the first virtual character to move in the virtual scene at a preset moving speed, the first virtual character is controlled to collect virtual markers corresponding to the surrounding first target characters and / or virtual markers corresponding to the second target characters.
[0021] In a possible implementation manner, updating the virtual attribute value of the first virtual character according to the acquired virtual marker includes:
[0022] determining a current attribute value of the virtual marker according to the current fresh attribute of the virtual marker;
[0023] The virtual attribute value of the first virtual character is updated according to the current attribute value.
[0024] In a possible implementation manner, the information processing method further includes:
[0025] According to the marking time when the virtual marker is marked, the freshness attribute of the virtual marker is adjusted.
[0026] In a possible implementation manner, when the second target character is the non-player virtual character, the transparency of the mark color display of the virtual marker gradually increases over time until the mark color disappears.
[0027] The embodiment of the present application also provides an information processing device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of the game, a first virtual character, at least one second virtual character, and at least one non-player virtual character; the information processing device includes:
[0028] a marker marking module, for controlling the first virtual character to mark a first target character with a virtual marker in response to a first trigger operation, wherein the first target character marked by the virtual marker is configured to mark a second target character that meets an interaction condition with the first target character with the virtual marker, wherein the first target character includes at least one of the following characters: the second virtual character and the non-player virtual character;
[0029] a marker acquisition module, configured to control the first virtual character to acquire a virtual marker corresponding to the first target character and / or a virtual marker corresponding to the second target character in the virtual scene in response to a second trigger operation, and update a virtual attribute value of the first virtual character according to the acquired virtual marker;
[0030] The behavior control module is used to control the first virtual character to perform a corresponding game behavior in response to a third trigger operation when the virtual attribute value reaches a preset threshold.
[0031] In a possible implementation, when the marker marking module is used to control the first virtual character to mark the first target character using a virtual marker, the marker marking module is used to:
[0032] Controlling the first virtual character to perform a common attack, and determining a first target character hit by the common attack;
[0033] Controlling the first target character to execute the game interaction behavior corresponding to the common attack;
[0034] During the process in which the first target character performs the game interaction behavior, a virtual marker is added to the first target character through the specific game behavior of the first virtual character that always exists in the game.
[0035] In a possible implementation, when the marker marking module is used to control the first virtual character to mark the first target character using a virtual marker, the marker marking module is used to:
[0036] The first virtual character is controlled to release a first skill, a first target character hit by the first skill is determined, and a virtual marker is added to the first target character.
[0037] In a possible implementation, the first virtual character includes a first form and a second form, and when the virtual attribute value reaches a preset threshold, in response to a third trigger operation, the first virtual character is controlled to perform a corresponding game behavior, and the behavior control module is used to:
[0038] When the virtual attribute value reaches a preset threshold, in response to a third trigger operation, the first virtual character is controlled to switch from the current first form to the second form, and a second character attribute parameter corresponding to the second form is configured for the first virtual character.
[0039] In a possible implementation, the information processing device further includes an interaction module, and the interaction module is used to:
[0040] When the first virtual character is in the second form, in response to a fourth trigger operation, the first virtual character is controlled to interact with the second virtual character and / or the non-player virtual character in the virtual scene in the second form.
[0041] In a possible implementation, when the marker acquisition module is used to control the first virtual character to acquire the virtual marker corresponding to the first target character and / or the virtual marker corresponding to the second target character in the virtual scene, the marker acquisition module is used to:
[0042] In the process of controlling the first virtual character to move in the virtual scene at a preset moving speed, the first virtual character is controlled to collect virtual markers corresponding to the surrounding first target characters and / or virtual markers corresponding to the second target characters.
[0043] In a possible implementation manner, when the marker acquisition module is used to update the virtual attribute value of the first virtual character according to the acquired virtual marker, the marker acquisition module is used to:
[0044] determining a current attribute value of the virtual marker according to the current fresh attribute of the virtual marker;
[0045] The virtual attribute value of the first virtual character is updated according to the current attribute value.
[0046] In a possible implementation manner, the information processing device further includes an attribute adjustment module, and the attribute adjustment module is used to:
[0047] According to the marking time when the virtual marker is marked, the freshness attribute of the virtual marker is adjusted.
[0048] In a possible implementation manner, when the second target character is the non-player virtual character, the transparency of the mark color display of the virtual marker gradually increases over time until the mark color disappears.
[0049] An embodiment of the present application also provides an electronic device, including: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and when the machine-readable instructions are executed by the processor, the steps of the information processing method in the game as described above are performed.
[0050] An embodiment of the present application further 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 as described above are executed.
[0051] The information processing method, device, electronic device and readable storage medium in the game provided by the embodiment of the present application, in response to a first trigger operation, control the first virtual character to mark the first target character with a virtual marker, wherein the first target character marked by the virtual marker is configured to mark the second target character that meets the interaction condition with the first target character with the virtual marker, and the first target character includes at least one of the following characters: the second virtual character and the non-player virtual character; in response to a second trigger operation, control the first virtual character to obtain the virtual marker corresponding to the first target character and / or the virtual marker corresponding to the second target character in the virtual scene, and update the virtual attribute value of the first virtual character according to the obtained virtual marker; when the virtual attribute value reaches a preset threshold, in response to a third trigger operation, control the first virtual character to perform the corresponding game behavior. In this way, the first virtual character can be controlled to obtain the virtual marker during the game to achieve the change of its own virtual attribute value, which can indirectly improve the first virtual character's own kill rate, help speed up the game process, and reduce the difficulty of the game.
[0052] 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
[0053] 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.
[0054] Figure 1 A flowchart of an information processing method in a game provided by an embodiment of the present application;
[0055] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application;
[0056] Figure 3 This is one of the structural schematic diagrams of an information processing device in a game provided by an embodiment of the present application;
[0057] Figure 4 This is a second structural diagram of an information processing device in a game provided by an embodiment of the present application;
[0058] Figure 5 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0059] 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. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present 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, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.
[0060] Virtual scene:
[0061] It is a virtual scene displayed (or provided) when the application is running on a terminal 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 is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control.
[0062] Virtual Characters:
[0063] Refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player virtual character (NPC) set in a virtual scene battle. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application is not limited to this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual characters.
[0064] Player Characters:
[0065] Refers to a virtual character that can be controlled by the player and move around in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. The player character can be at least one of the following different forms: a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.
[0066] Game interface:
[0067] Refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual characters such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0068] The information processing method in the game in one embodiment of the present disclosure may be run on a terminal device or a server. The terminal device may be a local terminal device. When the information processing method in the game is run on a server, the information processing method in the game may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0069] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. 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, and 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 terminal device for information processing is a cloud game server in the cloud. 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.
[0070] 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, 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.
[0071] An embodiment of the present application provides an implementation environment, which may include: a first terminal device, a game 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 a client for executing the display method of the game process provided by the present application, and the game server is a server end for executing the display method of the game process provided by the present application. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.
[0072] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and 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 player character to perform corresponding operations in the virtual scene.
[0073] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game match 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 an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0074] 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 rendering of corresponding virtual scenes and / or virtual objects in the graphical user interface according to the synchronization data sent by the server.
[0075] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game. The virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device may have the same character attributes or different character attributes.
[0076] It should be noted that the virtual characters in the current game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the game server respectively.
[0077] Research has found that in asymmetric competitive games, the number of virtual characters in different camps is not consistent. This will put the camp with fewer virtual characters at a disadvantage. For the virtual characters in this camp, the game is more difficult and takes a long time, making it difficult to win the game.
[0078] Based on this, an embodiment of the present application provides an information processing method in a game, which can improve the killing rate of a first virtual character against a second virtual character during the game.
[0079] See also Figure 1 , Figure 1 A flowchart of an information processing method in a game provided by an embodiment of the present application. A graphical user interface is provided through a terminal device, and the graphical user interface includes a virtual scene of the current game, a first virtual character, at least one second virtual character and at least one non-player virtual character; Figure 1 As shown in , the information processing method in the game provided by the embodiment of the present application includes:
[0080] S101. In response to a first trigger operation, control the first virtual character to mark a first target character using a virtual marker, wherein the first target character marked by the virtual marker is configured to mark a second target character that meets an interaction condition with the first target character using the virtual marker, the first target character including at least one of the following characters: the second virtual character and the non-player virtual character.
[0081] S102: In response to a second trigger operation, control the first virtual character to obtain a virtual marker corresponding to the first target character and / or a virtual marker corresponding to the second target character in the virtual scene, and update a virtual attribute value of the first virtual character according to the obtained virtual marker.
[0082] S103: When the virtual attribute value reaches a preset threshold, in response to a third trigger operation, control the first virtual character to execute a corresponding game behavior.
[0083] The information processing method in a game provided by the embodiment of the present application can control the first virtual character to use a virtual marker in a virtual scene to mark the first target character and the second target character during the game; in the subsequent game process, the first virtual character is controlled to obtain the virtual marker, and when the virtual attribute value of the first virtual character reaches a preset threshold, the first virtual character is controlled to perform the corresponding game behavior. In this way, by controlling the first virtual character to obtain the virtual marker during the game to change its own virtual attribute value, the attack power of the first virtual character itself can be indirectly improved, which helps to speed up the game process and reduce the difficulty of the game.
[0084] The following describes the above exemplary steps provided in the embodiment of the present application by taking the above method applied to a terminal device as an example.
[0085] In an asymmetric competitive game, the first player needs to control the first virtual character to find the second virtual character controlled by the second player in the virtual scene, and win the game by attacking the second virtual character. However, since there are a large number of non-player virtual characters in the virtual scene, and in an asymmetric competitive game, the first virtual character does not need to win the game by attacking the non-player virtual characters; therefore, during the game, the first virtual character needs to mark the second virtual character with a virtual marker to determine the second virtual character controlled by the second player, so that the first player controls the first virtual character to attack the second virtual character.
[0086] In the solution provided in the present application, in response to a first trigger operation, the first virtual character is controlled to mark the first target character with a virtual marker. Specifically, when the first player presses a button corresponding to the first trigger operation, the first virtual character can be controlled to move in the virtual scene; wherein, the first player can issue a trigger instruction for the first trigger operation through a movement button and / or a preset combination button; specifically, the first player can use a touch button such as a finger or a mouse; or through a preset combination key in the keyboard, for example, the ctrl key, alt key, a key and other buttons in the keyboard, and the preset buttons can be manually set according to the needs of the first player.
[0087] In step S101, during the game, in response to a first trigger operation, a first virtual character is controlled to move in a virtual scene, and a virtual marker may be used to mark a first target character in the virtual scene.
[0088] Attacking other virtual characters through a first attack skill; when the first attack skill hits any second virtual character in a virtual scene, determining the second virtual character hit by the first attack skill as a first target character; and calibrating the first target character through a virtual marker released by the first virtual character.
[0089] When the first target character is alive in the game, the virtual marker it carries can be used to indirectly mark the second target character that meets the interaction conditions during its movement; thereby, the virtual marker can be spread in the virtual scene of the game.
[0090] The virtual marker is a special marking symbol that allows the first player to distinguish between virtual characters marked with the virtual marker and unmarked virtual characters; the virtual marker can be displayed in any form, for example, it can be any marking symbol (for example, exclamation mark, etc.), virtual object (for example, smoke, halo, etc.).
[0091] The first target character may be a second virtual character in a different camp from the first virtual character, that is, the second virtual character is a hostile virtual character of the first virtual character; the first target character may also be a non-player virtual character in the game.
[0092] Here, when the first target character is the second virtual character, the virtual marker is displayed in the form of smoke around the first target character, that is, the virtual marker is displayed in the form of mist around the second virtual character to achieve marking of the second virtual character; specifically, the virtual marker is always displayed around the first target character with the same display transparency during the first predetermined display time; that is, the display transparency of the marking color of the virtual marker displayed around the second virtual character during the first predetermined display time will not gradually become lighter over time.
[0093] When the first target character is a non-player virtual character, the virtual marker is displayed in the form of smoke around the first target character, that is, the virtual marker is displayed in the form of mist around the non-player virtual character to mark the non-player virtual character; specifically, the display transparency of the marking color of the virtual marker gradually increases over time during the second predetermined display time until the virtual marker disappears; that is, the display transparency of the virtual marker displayed around the non-player virtual character during the second predetermined display time gradually becomes lighter over time.
[0094] Wherein, the first predetermined display time of the virtual marker is greater than the second predetermined display time of the virtual marker.
[0095] In one embodiment, controlling the first virtual character to mark the first target character with a virtual marker includes: controlling the first virtual character to perform a normal attack to determine the first target character hit by the normal attack; controlling the first target character to perform a game interaction behavior corresponding to the normal attack; and during the process of the first target character performing the game interaction behavior, adding a virtual marker to the first target character through the specific game behavior of the first virtual character that always exists in the game.
[0096] In this step, in response to a first trigger operation applied by the first player to a control corresponding to an attack skill, the first virtual character is controlled to perform a common attack in the virtual scene, a first attack range of the common attack is determined, and a second virtual character and / or a non-player virtual character within the first attack range is determined as a first target character hit by the common attack;
[0097] The first target character is controlled to execute the game interaction behavior corresponding to the common attack; and when the first target character executes the game interaction behavior, a virtual marker is added to the first target character by utilizing the specific game behavior of the first virtual character that always exists during the game.
[0098] Here, the specific game behavior refers to a game action that the first virtual character always performs during the game, such as breathing.
[0099] In the subsequent game process, the first virtual character can also obtain virtual markers to achieve a morphological change of the first virtual character, thereby increasing the attack strength of the first virtual character and further achieving the purpose of improving the hit rate.
[0100] Among them, ordinary attack is also an attack skill possessed by the first virtual character, and the release of ordinary skills can be achieved by touching the corresponding skill controls.
[0101] In this step, adding a virtual marker to the first target character is a passive skill, that is, it is a passive behavior of the first virtual character when attacking the first target character. For example, the first virtual character needs to perform the specific action of "breathing" during the entire game process. Then, after the first virtual character hits the first target character through an ordinary attack, the first target character will be marked at the same time because of the specific action of "breathing" by the first virtual character.
[0102] Therefore, in this step, adding a virtual marker to the first target character is a kind of "passive skill", that is, passively triggering marking of the first target character.
[0103] In another embodiment, controlling the first virtual character to mark the first target character with a virtual marker includes: controlling the first virtual character to release a first skill, determining the first target character hit by the first skill, and adding a virtual marker to the first target character.
[0104] In this step, in response to a first trigger operation applied by the first player to a skill control corresponding to the first skill, the first virtual character is controlled to attack the first target character in the virtual scene using the first skill, a second attack range of the first skill is determined, and a second virtual character and / or a non-player virtual character within the second attack range is determined as the first target character hit by the first skill;
[0105] The first target character is controlled to execute the game interaction behavior corresponding to the first skill, and the first target character is marked by using a virtual marker unique to the first virtual character.
[0106] In this step, the first virtual character uses the first skill to attack the first target while marking the first target character; therefore, in this step, adding a virtual marker to the first target character is an "active skill", that is, actively triggering the marking of the first target character.
[0107] Here, game interaction refers to game behaviors that the first target character may have in the game, such as reduced vitality, reduced defense, reduced movement speed, and the like.
[0108] In the solution provided in the present application, in response to a second trigger operation, the first virtual character is controlled to obtain a virtual marker corresponding to the first target character and / or a virtual marker corresponding to the second target character in the virtual scene. Specifically, when the first player presses a button corresponding to the second trigger operation, the first virtual character can be controlled to obtain the virtual marker in the virtual scene; wherein, the first player can issue a trigger instruction for the second trigger operation through a movement button and / or a preset combination button; specifically, the first player can use a touch button such as a finger or a mouse; or through a preset combination key in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard, and the preset keys can be manually set according to the needs of the first player.
[0109] In step S102, in response to the second trigger operation, the first virtual character is controlled to acquire the virtual scene, acquire the virtual marker carried by the first target character, and / or the virtual marker carried by the second target character, and update the virtual attribute value of the first virtual character itself according to the acquired virtual marker.
[0110] Here, during the game, in order to escape the attack of the first virtual character, the first target character needs to dodge the attack of the first virtual character by constantly moving in the virtual scene after being marked with the virtual marker. When the first virtual character meets the interaction conditions with the non-player virtual character or other second virtual character in the virtual scene, the non-player virtual character or other second virtual character interacting with it will also be marked by the virtual marker, so as to realize the propagation and diffusion of the virtual marker in the virtual scene.
[0111] Therefore, the first virtual character can update its own virtual attribute value by obtaining the virtual marker carried by the first target character during the movement in the game scene.
[0112] In one embodiment, controlling the first virtual character to obtain the virtual marker corresponding to the first target character and / or the virtual marker corresponding to the second target character in the virtual scene includes: in the process of controlling the first virtual character to move in the virtual scene at a preset moving speed, controlling the first virtual character to collect the virtual markers corresponding to the surrounding first target characters and / or the virtual markers corresponding to the second target character.
[0113] In this step, in response to the second trigger operation applied by the first player, the first virtual character is controlled to move at a preset moving speed in the virtual scene. Here, in order to facilitate the first virtual character to better collect the virtual markers carried by the first target character and the second target character, the preset moving speed when collecting virtual markers is relatively slower than the moving speed of the first virtual character when not collecting virtual markers; furthermore, the first virtual character can collect virtual markers more meticulously during the movement at the preset moving speed, so that the virtual markers collected by the first virtual character can reach the preset threshold faster, which helps the first virtual character to complete the transformation in form faster.
[0114] When the first virtual character collects enough virtual markers, the first player can control the first virtual character to change its form in the game.
[0115] The interaction condition may include contact, fighting, etc. with the first virtual character. That is, when the second virtual character and / or the non-player virtual character comes into contact with the first virtual character, the marking of the second virtual character and / or the non-player virtual character may be achieved.
[0116] In one embodiment, updating the virtual attribute value of the first virtual character according to the acquired virtual marker includes: determining a current attribute value of the virtual marker according to a current fresh attribute of the virtual marker; and updating the virtual attribute value of the first virtual character according to the current attribute value.
[0117] In this step, as the time of the virtual marker carried by the first target character increases, the state of the virtual marker changes from fresh to disappearing. Exemplarily, the virtual marker has three fresh attributes, fresh attribute 1: fresh, fresh attribute 2: stale, fresh attribute 3: about to disappear. Assuming that the duration of the virtual marker around the first target character is 15 seconds, the virtual marker is in a fresh state from 0 to 5 seconds, in a stale state from 6 to 10 seconds, and in a state about to disappear from 11 to 15 seconds.
[0118] Under different freshness attributes, the attribute value of the virtual marker will also change. For example, under the freshness attribute of 1 (in the fresh state), the attribute value of the virtual marker is 3, under the freshness attribute of 2 (in the stale state), the attribute value of the virtual marker is 2, and under the freshness attribute of 3 (in the state of being about to dissipate), the attribute value of the virtual marker is 1.
[0119] According to the current fresh attribute of the virtual marker, the current attribute parameter of the virtual marker acquired by the first virtual character is determined; and the virtual attribute value of the first virtual character is updated using the current attribute parameter of the virtual marker.
[0120] The virtual attribute values may include the health value, attack power value, anger value and other game-related parameter values of the first virtual character; here, the anger value is the parameter value required for the first virtual character to transform its own form. For example, when the anger value reaches a preset threshold, the first player can trigger the change in the form of the first virtual character so that the first virtual character can obtain a better attack effect and reduce the time required for the first virtual character to kill other characters. Further, the progress of the game is accelerated and the time required for the game is shortened.
[0121] In one embodiment, the information processing method further includes: adjusting the freshness attribute of the virtual marker according to the marking time when the virtual marker is marked.
[0122] In this step, the freshness attribute of the virtual marker is adjusted according to the marking time when the virtual marker is marked on the first target character and / or the second target character.
[0123] The fresh attribute can indirectly indicate the marking time of the virtual marker on the target character; the shorter the marking time, the higher the attribute value of the virtual marker; the first virtual character can obtain the virtual marker with a shorter marking time according to the fresh attribute, so as to improve its own character attribute parameters more quickly.
[0124] Exemplarily, taking the virtual marker being marked for 15 seconds as an example, corresponding to the above embodiment, when the virtual marker is marked on the first target character and / or the second target character for 0 to 5 seconds, the freshness attribute of the virtual marker is adjusted to freshness attribute 1, that is, the virtual marker is in a fresh state; when the virtual marker is marked on the first target character and / or the second target character for 6 to 10 seconds, the freshness attribute of the virtual marker is adjusted to freshness attribute 2, that is, the virtual marker is in an outdated state; when the virtual marker is marked on the first target character and / or the second target character for 11 to 15 seconds, the freshness attribute of the virtual marker is adjusted to freshness attribute 3, that is, the virtual marker is in a state of about to dissipate.
[0125] In the solution provided in the present application, in response to a third trigger operation, the first virtual character is controlled to perform a corresponding game behavior. Specifically, when the first player presses a button corresponding to the third trigger operation, the first virtual character can be controlled to perform a corresponding game behavior in the virtual scene; wherein, the first player can issue a trigger instruction for the third trigger operation through a button and / or a preset combination of buttons; specifically, the first player can use a touch button such as a finger or a mouse; or through a preset combination of keys in the keyboard, for example, the ctrl key, alt key, a key, etc. in the keyboard, and the preset buttons can be manually set according to the needs of the first player.
[0126] In step S103, when the first virtual character's own virtual attribute value reaches a preset threshold by acquiring a virtual marker, in response to a third trigger operation applied by the first player, the first virtual character is controlled to perform a corresponding game behavior.
[0127] Here, the game behavior refers to the game behavior that the first virtual character can have in the game, for example, attacking the first target character, changing its own form, using game skills to attack, and the like.
[0128] In one embodiment, the first virtual character includes a first form and a second form, and when the virtual attribute value reaches a preset threshold, in response to a third trigger operation, the first virtual character is controlled to perform a corresponding game behavior, including: when the virtual attribute value reaches a preset threshold, in response to a third trigger operation, the first virtual character is controlled to switch from the current first form to the second form, and a second character attribute parameter corresponding to the second form is configured for the first virtual character.
[0129] In this step, when the virtual attribute value of the first virtual character reaches a preset threshold, for example, the attack power of the first virtual character reaches a preset threshold, the anger value of the first virtual character reaches a preset threshold, in response to the third trigger operation applied by the first player, the first virtual character is controlled to achieve a morphological transformation, and the first virtual character is controlled to transform from the current first form to the second form.
[0130] After the first virtual character changes to the second form, the second character attribute parameters corresponding to the second form are configured for the first virtual character accordingly.
[0131] Here, the first virtual character may have different attack skills in the first form and the second form respectively, so as to attack the hostile virtual character; the first virtual character may also have the same attack skill in the first form and the second form, but for the same attack skill, the attack effect of using the attack skill in the second form is significantly better than the attack effect of using the attack skill in the first form; the setting of attack skills in different forms can be determined according to actual conditions and is not restricted here.
[0132] In the solution provided in the present application, in response to a fourth trigger operation, the first virtual character is controlled to interact with the second virtual character and / or the non-player virtual character in the virtual scene in a second form. Specifically, when the first player presses a button corresponding to the fourth trigger operation, the first virtual character can be controlled to interact with the second virtual character and / or the non-player virtual character in the virtual scene in the second form; wherein the first player can issue a trigger instruction for the fourth trigger operation through a button and / or a preset combination button; specifically, the first player can use a touch button such as a finger or a mouse; or through a preset combination key in the keyboard, for example, the ctrl key, a key, a key, etc. in the keyboard, and the preset buttons can be manually set according to the needs of the first player.
[0133] In one embodiment, the information processing method further includes: when the first virtual character is in the second form, in response to a fourth trigger operation, controlling the first virtual character to interact with the second virtual character and / or the non-player virtual character in the virtual scene in the second form.
[0134] In this step, when the first virtual character is in the second form, in response to the fourth touch operation applied by the first player, the first virtual character is controlled in the second form to interact with the second virtual character and / or non-player virtual characters in the virtual scene.
[0135] In one embodiment, the first virtual character is controlled to release the second skill in the second form, and the second target character hit by the second skill is determined; the second target character is controlled to perform the game interaction corresponding to the second skill, and the character attribute parameters of the second target character are updated.
[0136] Specifically, in response to the fifth trigger operation of the skill control for the second skill, a third attack range of the second skill in the second form is determined; and the first virtual character is controlled to use the second skill to attack a second target character within the second attack range.
[0137] The third attack range of the first virtual character in the second form is greater than the first attack range and the second attack range of the first virtual character in the first form.
[0138] Here, after the first virtual character changes to the second form, the duration of the second form is limited. When the duration of the second form reaches a display time threshold, the first virtual character is controlled to restore from the second form to the first form.
[0139] For example, see Figure 2 , Figure 2 A graphical user interface diagram provided in an embodiment of the present application. Figure 2As shown, during the game, the first player's graphical user interface 2a displays an attribute slot 2b, which can indicate whether the virtual attribute value of the first virtual character 2c has reached a preset threshold value; when the virtual attribute value reaches the preset threshold value, in response to the third trigger operation applied by the first player to the switching control 2d displayed on the graphical user interface 2a, the first virtual character 2c is controlled to switch from the first form 2e to the second form 2f; in response to the fourth trigger operation applied by the first player to the skill release control 2g displayed on the graphical user interface 2a, the first virtual character 2c is controlled to interact with the second virtual character 2h in the second form. Among them, the second virtual character 2h has been marked by the first virtual character 2c using a virtual marker 2i.
[0140] The information processing method in the game provided by the embodiment of the present application, in response to the first trigger operation, controls the first virtual character to mark the first target character with a virtual marker, wherein the first target character marked by the virtual marker is configured to mark the second target character that meets the interaction condition with the first target character with the virtual marker, and the first target character includes at least one of the following characters: the second virtual character and the non-player virtual character; in response to the second trigger operation, controls the first virtual character to obtain the virtual marker corresponding to the first target character in the virtual scene and / or the virtual marker corresponding to the second target character, and updates the virtual attribute value of the first virtual character according to the obtained virtual marker; when the virtual attribute value reaches a preset threshold, in response to the third trigger operation, controls the first virtual character to perform the corresponding game behavior. In this way, the first virtual character can be controlled to obtain the virtual marker in the process of the game to realize the change of its own virtual attribute value, which can indirectly improve the attack power of the first virtual character itself, help speed up the game process, and reduce the difficulty of the game.
[0141] See also Figure 3 , Figure 4 , Figure 3 This is one of the structural schematic diagrams of an information processing device in a game provided by an embodiment of the present application. Figure 4 The second structural diagram of an information processing device in a game provided by an embodiment of the present application. A graphical user interface is provided through a terminal device, and the graphical user interface includes a virtual scene of the game, a first virtual character, at least one second virtual character and at least one non-player virtual character; Figure 3 As shown in , the information processing device 300 includes:
[0142] The marker marking module 310 is used to control the first virtual character to mark a first target character with a virtual marker in response to a first trigger operation, wherein the first target character marked by the virtual marker is configured to mark a second target character that meets an interaction condition with the first target character with the virtual marker, wherein the first target character includes at least one of the following characters: the second virtual character and the non-player virtual character;
[0143] A marker acquisition module 320, configured to control the first virtual character to acquire a virtual marker corresponding to the first target character and / or a virtual marker corresponding to the second target character in the virtual scene in response to a second trigger operation, and update a virtual attribute value of the first virtual character according to the acquired virtual marker;
[0144] The behavior control module 330 is used to control the first virtual character to perform a corresponding game behavior in response to a third trigger operation when the virtual attribute value reaches a preset threshold.
[0145] Further, such as Figure 4 As shown, the information processing device 300 further includes an interaction module 340, and the interaction module 340 is used to:
[0146] When the first virtual character is in the second form, in response to a fourth trigger operation, the first virtual character is controlled to interact with the second virtual character and / or the non-player virtual character in the virtual scene in the second form.
[0147] Further, such as Figure 4 As shown, the information processing device 300 further includes an attribute adjustment module 350, and the attribute adjustment module 350 is used to:
[0148] According to the marking time when the virtual marker is marked, the freshness attribute of the virtual marker is adjusted.
[0149] Furthermore, when the marker marking module 310 is used to control the first virtual character to mark the first target character with a virtual marker, the marker marking module 310 is used to:
[0150] Controlling the first virtual character to perform a common attack, and determining a first target character hit by the common attack;
[0151] Controlling the first target character to execute the game interaction behavior corresponding to the common attack;
[0152] During the process in which the first target character performs the game interaction behavior, a virtual marker is added to the first target character through the specific game behavior of the first virtual character that always exists in the game.
[0153] Furthermore, when the marker marking module 310 is used to control the first virtual character to mark the first target character with a virtual marker, the marker marking module 310 is used to:
[0154] The first virtual character is controlled to release a first skill, a first target character hit by the first skill is determined, and a virtual marker is added to the first target character.
[0155] Further, the first virtual character includes a first form and a second form, and when the virtual attribute value reaches a preset threshold, the behavior control module 330 is used to control the first virtual character to perform a corresponding game behavior in response to a third trigger operation, the behavior control module 330 is used to:
[0156] When the virtual attribute value reaches a preset threshold, in response to a third trigger operation, the first virtual character is controlled to switch from the current first form to the second form, and a second character attribute parameter corresponding to the second form is configured for the first virtual character.
[0157] Further, when the marker acquisition module 320 is used to control the first virtual character to acquire the virtual marker corresponding to the first target character and / or the virtual marker corresponding to the second target character in the virtual scene, the marker acquisition module 320 is used to:
[0158] In the process of controlling the first virtual character to move in the virtual scene at a preset moving speed, the first virtual character is controlled to collect virtual markers corresponding to the surrounding first target characters and / or virtual markers corresponding to the second target characters.
[0159] Furthermore, when the marker acquisition module 320 is used to update the virtual attribute value of the first virtual character according to the acquired virtual marker, the marker acquisition module 320 is used to:
[0160] determining a current attribute value of the virtual marker according to the current fresh attribute of the virtual marker;
[0161] The virtual attribute value of the first virtual character is updated according to the current attribute value.
[0162] Furthermore, when the second target character is the non-player virtual character, the mark color display transparency of the virtual marker gradually increases over time until the mark color disappears.
[0163] The information processing device in the game provided by the embodiment of the present application, in response to the first trigger operation, controls the first virtual character to mark the first target character with a virtual marker, wherein the first target character marked by the virtual marker is configured to mark the second target character that meets the interaction condition with the first target character with the virtual marker, and the first target character includes at least one of the following characters: the second virtual character and the non-player virtual character; in response to the second trigger operation, controls the first virtual character to obtain the virtual marker corresponding to the first target character in the virtual scene and / or the virtual marker corresponding to the second target character, and updates the virtual attribute value of the first virtual character according to the obtained virtual marker; when the virtual attribute value reaches a preset threshold, in response to the third trigger operation, controls the first virtual character to perform the corresponding game behavior. In this way, the first virtual character can be controlled to obtain the virtual marker in the process of the game to realize the change of its own virtual attribute value, which can indirectly improve the attack power of the first virtual character itself, help speed up the game process, and reduce the difficulty of the game.
[0164] See also Figure 5 , Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 5 As shown in , the electronic device 500 includes a processor 510 , a memory 520 and a bus 530 .
[0165] The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 is running, the processor 510 communicates with the memory 520 via the bus 530. When the machine-readable instructions are executed by the processor 510, the above-mentioned Figure 1 The steps of the information processing method in the game in the method embodiment shown, the specific implementation method can be found in the method embodiment, and will not be repeated here.
[0166] 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 computer program can execute the above-mentioned Figure 1 The steps of the information processing method in the game in the method embodiment shown, the specific implementation method can be found in the method embodiment, and will not be repeated here.
[0167] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0168] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0169] 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.
[0170] 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.
[0171] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially be embodied in the form of a software product, or in other words, the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0172] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.
Claims
1. A method for processing information in a game, It is characterized in that Providing a graphical user interface through a terminal device; the information processing method includes: Controlling display of a virtual marker corresponding to a first target character in a game scene, wherein the first target virtual character is at least one of the following: a second virtual character in a different camp from the first virtual character, and a non-player virtual character in the game scene; In response to a second trigger operation, controlling a first virtual character corresponding to the terminal device to obtain a virtual marker corresponding to the first target character in the virtual scene, and updating a virtual attribute value of the first virtual character according to the obtained virtual marker, wherein the first virtual character includes a first form and a second form; When the virtual attribute value reaches a preset threshold, in response to a third trigger operation, the first virtual character is controlled to switch from the current first form to the second form, and a second character attribute parameter corresponding to the second form is configured for the first virtual character; When the first virtual character is in the second form, in response to a fourth trigger operation, the first virtual character is controlled to interact with the second virtual character and / or the non-player virtual character in the virtual scene in the second form.
2. The method according to claim 1, It is characterized in that The virtual marker includes at least one of the following: a marking symbol, and a virtual object.
3. The method according to claim 1, It is characterized in that The virtual attribute value is at least one of the following: the attack power value of the first virtual character, and the first virtual character.
4. The method according to claim 1, It is characterized in that The first virtual character in the first form and the first virtual character in the second form are configured with skills having different skill logics, or the first virtual character in the first form and the first virtual character in the second form have different skill parameters for skills having the same skill logic.
5. The method according to claim 1, It is characterized in that The method further includes: controlling the first virtual character to release a second skill in the second form, and determining a second virtual character hit by the second skill; The second virtual character is controlled to perform game interaction corresponding to the second skill, and the character attribute parameters of the second virtual character are updated.
6. The method according to claim 5, It is characterized in that The step of controlling the first virtual character to release the second skill in the second form and determining the second virtual character hit by the second skill includes: In response to a fifth trigger operation of the skill control for the second skill, determining a third attack range of the second skill in the second form; The second virtual character located within the second attack range is determined to be the second virtual character hit by the second skill.
7. The method according to claim 6, It is characterized in that The third attack range of the first virtual character in the second form is greater than the first attack range of the common attack of the first virtual character in the first form and / or the second attack range of the first skill.
8. The method according to claim 1, It is characterized in that The second form is configured with a duration, and the method further includes: In the case where the first virtual character switches from the first form to the second form, when the duration of the second form reaches the duration, the first virtual character is controlled to restore from the second form to the first form.
9. The method according to claim 1, It is characterized in that The graphical user interface displays a property control having the virtual property value, and the method further comprises: The progress value of the attribute control is updated according to the updated virtual attribute value of the first virtual character.
10. The method according to claim 1, It is characterized in that In response to the second trigger operation, the step of controlling the first virtual character corresponding to the terminal device to obtain the virtual marker corresponding to the first target character in the virtual scene includes: In response to a trigger operation on a mobile control and / or a preset combination control, a first virtual character corresponding to the terminal device is controlled to move in the game scene to obtain a virtual marker corresponding to the first target character in the virtual scene.
11. The information processing method according to claim 1, It is characterized in that The updating of the virtual attribute value of the first virtual character according to the acquired virtual marker includes: determining a current attribute value of the virtual marker according to the current fresh attribute of the virtual marker; The virtual attribute value of the first virtual character is updated according to the current attribute value.
12. The information processing method according to claim 11, It is characterized in that The information processing method further includes: According to the marking time when the virtual marker is marked, the freshness attribute of the virtual marker is adjusted.
13. The information processing method according to claim 12, It is characterized in that When the second target character is the non-player virtual character, the mark color display transparency of the virtual marker gradually increases over time until the mark color disappears.
14. An electronic device, It is characterized in that include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the information processing method in the game as described in any one of claims 1 to 13.
15. A computer-readable storage medium, It is 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 information processing method in the game as described in any one of claims 1 to 13 are executed.