Information processing method and device in game, electronic equipment and storage medium
By displaying the game skill diagram and simple skill diagram of virtual characters in the graphical user interface and responding to user operation switching, the problem of cumbersome and complex display of virtual characters in the existing technology is solved, and efficient and reasonable skill display is achieved, improving the immersion and operation efficiency of the game.
Patent Information
- Application Number
- CN202311729365.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-15
- Publication Date
- 2025-06-17
AI Technical Summary
In the prior art, the display method of virtual character game skills in the graphical user interface leads to cumbersome and complex interface programs and limited information, so it is impossible to display the game skills of virtual characters efficiently and reasonably.
By displaying the first skill panel in the graphical user interface, including the skill map of at least one game skill of the virtual character and the simple skill map of other game skills, the simple skill map is switched to the skill map in response to user operations, and realizing the display of the virtual character game skills.
This method saves screen space and streamlines the information content of the graphical user interface, allowing players to quickly understand the game skills that virtual characters have, and improves the game's immersion and operation efficiency.
Smart Images

Figure CN120154902A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technical field of games, and in particular, to a method and device for information processing in a game, an electronic device, and a computer-readable storage medium. Background Art
[0002] In a virtual game, game skill information corresponding to a virtual character is often displayed on a terminal device used by a player. The game skill information corresponding to the virtual character can help the player understand and master the skills and the ways of using the skills in the game, thereby enhancing the player's game interest and experience.
[0003] When displaying the game skills of an existing virtual character, the game skills available to the player are usually displayed in a graphical user interface in the form of a novice tutorial or by showing the skill names. Among them, the novice tutorial method can enable game players to quickly familiarize themselves with the basic operations of game skills through a series of tutorials or guiding contents. The method of showing skill names means that the names of the character skills are displayed in the game interface to remind the player of the available game skills. However, in the existing method of displaying the game skills of a virtual character, since corresponding tutorials or information related to showing skill names need to be displayed in the player's graphical user interface, it is easy to cause the game skill display program in the graphical user interface to be cumbersome and complex, and the number of game skill information displayed in the graphical user interface is limited. From the above, how to efficiently and reasonably display the game skills of a virtual character in the graphical user interface has become an urgent technical problem to be solved. Summary of the Invention
[0004] Embodiments of this application provide a method and device for information processing in a game, an electronic device, and a computer-readable storage medium to solve the above problems existing in the prior art.
[0005] In a first aspect of an embodiment of this application, a method for information processing in a game is provided. A graphical user interface is provided through a terminal device. The graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device. The method includes:
[0006] Displaying a first skill panel through the graphical user interface. The first skill panel includes skill diagrams of at least one game skill of the virtual character and simple skill diagrams corresponding to other game skills respectively; in response to a target trigger operation, switching the simple skill diagrams in the first skill panel to corresponding skill diagrams respectively to obtain a second skill panel and displaying the second skill panel; in response to a release operation on a target game skill in the first skill panel or the second skill panel, controlling the virtual character to release the target game skill.
[0007] The second aspect of the embodiments of the present application further provides a device for information processing in a game, and the device includes:
[0008] A skill panel display unit, configured to display a first skill panel through the graphical user interface, where the first skill panel includes skill diagrams of at least one game skill of the virtual character and simplified skill diagrams corresponding to other game skills respectively; a skill panel switching unit, configured to, in response to a trigger operation on a target input key, switch the simplified skill diagrams in the first skill panel to the corresponding skill diagrams respectively, obtain a second skill panel, and display the second skill panel; a game skill control unit, configured to, in response to a release operation on a target game skill in the first skill panel or the second skill panel, control the virtual character to release the target game skill.
[0009] The third aspect of the embodiments of the present application further provides an electronic device, including a processor and a memory; wherein, the memory is used to store one or more computer instructions, and the one or more computer instructions are executed by the processor to implement the above method.
[0010] The fourth aspect of the embodiments of the present application provides a computer-readable storage medium, on which one or more computer instructions are stored, and the instructions are executed by a processor to implement the above method.
[0011] Compared with the prior art, the embodiments of the present application have the following advantages:
[0012] The information processing method in the game provided by the embodiments of the present application provides a graphical user interface through a terminal device. The graphical user interface includes at least part of the game scene, and the game scene includes a virtual character controlled by the terminal device; a first skill panel is displayed through the graphical user interface; since the first skill panel includes the skill diagrams of at least one game skill of the virtual character and the simple skill diagrams corresponding to other game skills respectively, the game skills of the virtual character can be displayed in the graphical user interface in the form of skill diagrams and simple skill diagrams, thus saving screen space and not requiring the information of each game skill to be displayed on the screen, and the player can learn the game skills currently owned through the skill diagrams and simple skill diagrams; the method of the present application can also respond to the target trigger operation of the user, and then display the skill diagrams of more game skills to the user, which is convenient for the player to understand more game skill information when needed. It can be seen that the present application not only streamlines the information content of the graphical user interface, but also enables the game player to quickly understand the game skills of the virtual character. After the game player understands the information related to the game skills owned by the virtual character, in response to the release operation of the target game skill in the first skill panel or the second skill panel, the virtual character is controlled to release the target game skill; the present application can enable the player to focus more on the battle itself, without spending more energy to obtain relevant battle information, and due to the reduction of interference information on the screen, the immersion of the player in the game is improved, thereby improving the efficiency of the player's operation process and increasing the player's experience in the game process. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] Figure 1 It is a schematic diagram of the application scenario provided by the embodiments of the present application;
[0014] Figure 2 It is a flowchart of an information processing method in a game provided by the embodiments of the present application;
[0015] Figure 3 It is a schematic diagram of the first skill panel provided by the embodiments of the present application;
[0016] Figure 4 It is a schematic diagram of the display of different types of game skills provided by the embodiments of the present application;
[0017] Figure 5 It is a schematic diagram of the display of the key prompt area of the graphical user interface provided by the embodiments of the present application;
[0018] Figure 6 It is a schematic diagram of the display of the cooling progress information of the game skill in the first skill panel provided by the embodiments of the present application;
[0019] Figure 7 It is a schematic diagram of the second skill panel provided by the embodiments of the present application;
[0020] Figure 8 Schematic diagram of skill graphs of different types of game skills in the second skill panel provided by an embodiment of this application;
[0021] Figure 9 Schematic diagram showing the cooling progress information of game skills in the second skill panel provided by an embodiment of this application;
[0022] Figure 10 Schematic diagram showing the switching of the remaining skill graphs to corresponding simplified skill graphs in the second skill panel provided by an embodiment of this application;
[0023] Figure 11 Unit block diagram of an information processing device in a game provided by an embodiment of this application;
[0024] Figure 12 Schematic diagram of the logical structure of an electronic device provided by an embodiment of this application. Detailed implementation manners
[0025] Many specific details are set forth in the following description in order to provide a thorough understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the connotation of this application. Therefore, this application is not limited by the specific implementations disclosed below.
[0026] First, some technical terms related to this application are explained:
[0027] Skill CoolDown, also known as skill CD, refers to the time that a game player must wait after releasing a certain skill in games such as e-sports before the skill can be released again. This period of time is called skill CD or cooling time.
[0028] UI content refers to all visible elements in the user interface, including text, images, icons, controls, layouts, etc. UI content is the main way for game players to interact with the application program. This content not only provides necessary visual feedback but also helps game players understand the functions, goals, and behaviors of the system.
[0029] To facilitate the understanding of the method provided by the embodiments of this application, before introducing the embodiments of this application, the background of the embodiments of this application is first introduced.
[0030] In virtual games, the graphical user interface of virtual games often sets game skill information of virtual characters. This game skill information can help players understand and master the skills and the ways of using skills in the game, enhancing the game interest and experience of game players.
[0031] When displaying the game skills of existing virtual characters, the game skills available to players are usually displayed in the graphical user interface in the form of a novice tutorial or by showing the skill names. Among them, the novice tutorial method refers to a series of tutorials or guiding content to enable game players to quickly familiarize themselves with the basic operations of the game. The method of showing skill names means showing the names of all game skills of the virtual character in the game interface. However, in the novice tutorial method or the method of showing skill names, corresponding tutorial or guiding information needs to be displayed in the player's graphical user interface, or information related to the skill names needs to be displayed, which easily leads to a cumbersome and complex game skill display program in the graphical user interface and a limited number of game skill information displayed in the graphical user interface. In this case, players cannot obtain clear and direct game skill feedback based on the content displayed in the graphical user interface, and they cannot easily understand and master the game skills of the virtual character, resulting in a poor gaming experience.
[0032] Furthermore, in the novice tutorial method or the method of showing skill names, players need to learn the tutorial or guiding content, which has a relatively high understanding cost. When the game player has learned the tutorial or guiding content, the operation of the game skill completely depends on the player's learning and memory. If the game player forgets the learned tutorial or guiding content, the game player still needs to go to the settings system to query the skills by himself. That is, the existing method of displaying the game skills of virtual characters has a high learning cost and a high dependence on the proficiency of the skills. Therefore, how to efficiently and reasonably display the game skills of virtual characters in the graphical user interface has become an urgent technical problem to be solved.
[0033] After the background introduction of the above content, those skilled in the art can understand the problems existing in the prior art. Next, the application scenarios of the information processing method in the game of the present application will be described in detail. The information processing method in the game provided by the embodiments of the present application can be applied to the game technology field or other related technology fields with the need to display virtual character skills.
[0034] Hereinafter, an example will be given first to illustrate the application scenario of the information processing method in the game of the embodiments of the present application.
[0035] Figure 1 It is a schematic diagram of the application scenario of the information processing method in the game provided by the embodiments of the present application.
[0036] As Figure 1 shown, in this application scenario, it includes a client 101 and a server 102; among them, the client 101 is communicatively connected to the server 102 through a network.
[0037] Taking Figure 1For detailed description by way of example, in the application background of information processing in a game, a terminal device located at the client 101 provides a graphical user interface; the graphical user interface includes at least part of the game scene, and the game scene includes a virtual character controlled by the terminal device; wherein, the graphical user interface can display a first skill panel or a second skill panel, and a player can perform a release operation on a target game skill in the above-mentioned first skill panel or second skill panel; after the server of the server 102 detects the above-mentioned release operation on the target game skill in the first skill panel or the second skill panel, it controls the virtual character in the game scene to release the target game skill.
[0038] It should be noted that Figure 1 is a schematic diagram of the application scenario of the information processing method in the game provided by the embodiment of the present application. The embodiment of the present application does not Figure 1 limit the devices included therein, nor does it limit the number of the client 101 and the server 102. For example, in the application scenario shown in Figure 1 , a data storage device may further be included. The data storage device may be an external memory relative to the client 101 and the server 102, or may be an internal memory integrated in the client 101 and the server 102. The server 102 may be a single server or a cluster composed of several servers, or may be a cloud computing service center; the client 101 may be various devices with communication functions such as a smart phone, a smart bracelet, a tablet computer, a wearable device, a multimedia player, an e-reader, etc., and a game application program (Application, APP) is correspondingly installed on the device. In the embodiment of the present application, Figure 1 the number of devices of the client 101 and the server 102 in
[0039] After introducing the application scenario of the embodiment of the present application, the present application further provides an information processing method in a game, as well as a device, an electronic device, and a computer-readable storage medium corresponding to the above method. The following provides embodiments to describe the above method, device, electronic device, and computer-readable storage medium in detail.
[0040] The first aspect of the embodiment of the present application provides an information processing method in a game. Figure 2 is a flowchart of an information processing method in a game provided by the embodiment of the present application. The following combines Figure 2 to describe the method provided in this embodiment in detail. The embodiments involved in the following description are used to explain the principle of the method and are not limitations for actual use.
[0041] As Figure 2As shown in the figure, an information processing method in a game provided in this embodiment provides a graphical user interface through a terminal device. The graphical user interface includes at least part of the game scene, and the game scene includes a virtual character controlled by the terminal device. This information processing method includes the following steps:
[0042] S201, display a first skill panel through the graphical user interface. The first skill panel includes a skill diagram of at least one game skill of the virtual character and simplified skill diagrams corresponding to other game skills respectively.
[0043] It should be noted that the skill panel refers to a panel composed of skill diagrams and simplified skill diagrams, or a region or layer determined by the skill diagrams. In this application, for the sake of convenience of expression, the panel composed of skill diagrams and simplified skill diagrams, or the region or layer determined by the skill diagrams is called the skill panel, including the first skill panel and the second skill panel. In actual game implementation, a real panel can be set, or such a panel can be not set.
[0044] The function of this step is to display a first skill panel on the graphical user interface corresponding to the terminal device. The first skill panel includes a skill diagram of at least one game skill of the virtual character and simplified skill diagrams corresponding to other game skills respectively.
[0045] In this step, a graphical user interface is displayed on the terminal device located at the client. The graphical user interface is an interface that presents and operates a computer program through visual elements such as text, graphics, and icons. The above graphical user interface allows users to use various types of devices such as a mouse, keyboard, headset, and infrared sensing device to interact with the visual elements (UI content) of the graphical user interface to perform various game tasks in the virtual game. Among them, the graphical user interface includes at least part of the game scene. The game scene is a visual environment presented in the virtual game, and the scene includes elements such as game terrain, virtual buildings, and virtual characters. It should be noted that the virtual character in the game scene can be controlled by the player's terminal device.
[0046] The first skill panel refers to the skill display panel corresponding to the game skills owned by a virtual character in a virtual game. In the embodiments of the present application, the number of game skills owned by the virtual character can be one or more. When the number of game skills owned by the virtual character is one, the skill icon of the game skill on the first skill panel directly displays the skill. When the number of game skills owned by the virtual character is multiple, the first skill panel includes the skill icons of at least one game skill of the virtual character and the simple skill icons corresponding to the other game skills respectively. In the present application, the number of skills owned by the virtual character can be a fixed number, or the number of skills can be gradually increased according to the increase of the virtual character level, or the number of skills can be gradually increased through skill cultivation. Since the situation where the number of game skills owned by the virtual character is one is not the focus of the embodiments of the present application, it will not be elaborated too much.
[0047] Generally, when the virtual character has multiple game skills, at least one of the above-mentioned multiple game skills can be displayed in the form of a skill icon on the first skill panel, and the other game skills are respectively displayed in the form of simple skill icons. For the convenience of understanding, the skill icon of the game skill and the simple skill icon of the game skill will be described in detail below:
[0048] The skill icon of the game skill refers to the icon used to indicate a certain game skill, which can represent the corresponding skill content. In the embodiments of the present application, the first skill panel includes the skill icons of at least one game skill of the virtual character.
[0049] For example, the virtual character A controlled by the player terminal device currently has three skills: "Skill 1", "Skill 2", and "Skill 3". In the first skill panel, "Skill 1" is displayed in the form of a skill icon. "Skill 2" and "Skill 3" are respectively displayed in the form of simple skill icons. Among them, "Skill 1" represents the "attack skill" of the virtual character A, "Skill 2" represents the "defense skill" of the virtual character A, and "Skill 3" represents the "health recovery skill" of the virtual character A. The above-mentioned "Skill 1 - Attack Skill" is represented by the first icon, and this first icon is used to indicate that "Skill 1 - Attack Skill" in the first skill panel is displayed in the form of a skill icon. At the same time, the accessory information of "Skill 1" can be displayed next to the skill icon of "Skill 1", such as the operation prompt for releasing "Skill 1", the skill name of "Skill 1", etc.
[0050] Of course, the "Second Skill - Defense Skill" can also be displayed in the form of a skill diagram. At least one game skill in the first skill panel is guaranteed to be displayed in the form of a simple skill diagram to save screen space. It should be understood that in the first skill panel, there is a one-to-one correspondence between the game skill and the skill diagram, and there is also a one-to-one correspondence between the game skill and the simple skill diagram. For example, the "First Skill - Attack Skill" corresponds to the first type of skill diagram, the "Second Skill - Defense Skill" corresponds to the first type of simple skill diagram, and the "Third Skill - Health Recovery Skill" corresponds to the second type of simple skill diagram. In the first skill panel, displaying some game skills of the virtual character in the form of skill diagrams and some game skills in different simple skill diagrams can facilitate players to quickly distinguish different game skills and will not occupy too much screen space. The above examples are for illustration purposes and are not actual limitations.
[0051] The simple skill diagram of a game skill is also an icon used to represent a certain game skill. The style of the simple skill diagram and the skill diagram can be the same or different, but the simple skill diagram is a more simplified diagram compared to the skill diagram and occupies less screen space. It can also be understood as representing the game skill with concise information in the first skill panel.
[0052] In the embodiment of the present application, in addition to including the skill diagrams of at least one game skill of the virtual character, the first skill panel also includes the corresponding simple skill diagrams of other game skills. As a feasible implementation method, the simple skill diagram of a game skill is a simplified diagram of the skill diagram of the game skill. Displaying the game skills of the virtual character in the form of skill diagrams and simple skill diagrams in the graphical user interface not only streamlines the information content of the graphical user interface but also enables game players to quickly understand the game skills of the virtual character.
[0053] For ease of understanding, the first skill panel will be introduced in the form of a legend. Please refer to Figure 3 the illustration of Figure 3 which is the schematic diagram of the first skill panel provided by the embodiment of the present application. As shown in Figure 3 , in the first skill panel 301 corresponding to the graphical user interface 300, the virtual character 302 controlled by the player terminal device currently has three skills: "First Skill, Second Skill, Third Skill". In the first skill panel 301, the above "First Skill" is displayed in the form of a skill diagram of a game skill, and the above "Second Skill, Third Skill" are respectively displayed in the form of simple skill diagrams.
[0054] As shown in Figure 3 , the icon indicated by 303 represents the skill diagram of the "First Skill - Attack Skill". Figure 3 The icon indicated by 304 in A simple skill diagram representing "Second Skill - Defense Skill". Figure 3 The icon indicated by 305 in A simple skill diagram representing "Third Skill - Health Recovery Skill". 303 represents the display of "First Skill - Attack Skill" in the current skill panel in the form of a skill diagram, 304 represents the display of "Second Skill - Defense Skill" in the form of a simple skill diagram, and 305 represents the display of "Third Skill - Health Recovery Skill" in the form of a simple skill diagram. Of course, the simple skill diagram styles corresponding to other game skills displayed in the first skill panel can be the same, such as all being linear, but distinguished by different colors.
[0055] In the above Figure 3 example illustration, the simple skill diagrams corresponding to "Second Skill - Defense Skill" and "Third Skill - Health Recovery Skill" are both represented in a linear style. Of course, in the embodiments of the present application, the simple skill diagrams of "Second Skill - Defense Skill" and "Third Skill - Health Recovery Skill" can also be represented in different styles. For example, the style of the simple skill diagram of "Second Skill - Defense Skill" is and the style of the simple skill diagram of "Third Skill - Health Recovery Skill" is "↖". This is only an illustration in the embodiments of the present application and is not an actual limitation.
[0056] In the embodiments of the present application, there are various types corresponding to the simple skill diagrams of game skills. In addition to the Figure 3 illustration in, there may be other situations for the skills currently possessed by the virtual character 302 controlled by the game player. For example, if the virtual character 302 currently only has the first skill, only the skill diagram 303 will be displayed in the first skill panel 301 at this time; or, if the virtual character 302 currently only has the first skill and the second skill, only the skill diagram 303 and the simple skill diagram 304 will be displayed in the first skill panel 301 at this time, or, if the virtual character 302 currently only has the first skill and the third skill, only the skill diagram 303 and the simple skill diagram 305 will be displayed in the first skill panel 301 at this time.
[0057] It should be further noted that the fact that a virtual character has a game skill does not mean that the virtual character can currently use the possessed game skill. For game skills with CD configured, it is necessary to wait until the corresponding CD ends before it can be used. In the present application, even if a skill diagram or a simple skill diagram is displayed in the first skill panel, it does not mean that the game skill corresponding to the displayed skill diagram or simple skill diagram can currently be used by the player. In the embodiments of the present application, the progress of the corresponding game skill is further displayed on the skill diagram and / or the simple skill diagram.
[0058] For ease of understanding, reference can be further made to Figure 4 illustration.Figure 4 It is a schematic diagram showing the display of different types of game skills provided by the embodiments of the present application. As Figure 4 shown in (1) to (6) in
[0059] The identifier at "Serial number (1)" As described above, it indicates that virtual character A currently has "Skill 1, Skill 2, and Skill 3" at the same time; currently, "Skill 1" is displayed in the form of a skill diagram;
[0060] "Skill 2 and Skill 3" are respectively displayed in the form of simple skill diagrams.
[0061] The identifier at "Serial number (2)" indicates that virtual character A currently only has "Skill 1 and Skill 2"; currently, "Skill 1" is displayed in the form of a skill diagram; "Skill 2" is displayed in the form of a simple skill diagram.
[0062] The identifier at "Serial number (3)" indicates that virtual character A currently only has "Skill 1 and Skill 3"; currently, "Skill 1" is displayed in the form of a skill diagram; "Skill 3" is displayed in the form of a simple skill diagram.
[0063] In the embodiments of the present application, in addition to indicating the skills currently possessed by virtual character A, the skill diagram and the simple skill diagram of the game skill can also be used to indicate the current state of the skill, and the state includes an available state and an unavailable state. For the convenience of understanding, continue to refer to Figure 4 the illustration for description. When currently "Skill 1" is displayed in the form of a skill diagram; "Skill 2 and Skill 3" are respectively displayed in the form of simple skill diagrams:
[0064] As Figure 4 shown, the identifier at "Serial number (4)" the inner auxiliary line gray progress bar and the progress displayed inside is empty, indicating that and the CD progress of Skill 2 and Skill 3 respectively represented is zero, that is, just starting to enter the cooling state, and "Skill 2 and Skill 3" are both in the skill disabled state, and virtual character A cannot use "Skill 2 and Skill 3".
[0065] The identifier at "Serial number (5)" the inner auxiliary line progress bar and are used to indicate that among "Skill 1, Skill 2, and Skill 3" currently possessed by virtual character A, "Skill 2 and Skill 3" are both in the skill cooling process, and the simple skill diagram of Skill 2 In it, the bottom line is used to represent the total CD duration. The black part above the bottom line represents the progress of the CD, and the remaining gray part of the bottom line after removing the black part represents the remaining duration of the CD. The simple skill icon of the third skill All the points on the dotted line in it are used to represent the total CD duration. The number of black points on the dotted line is used to represent the elapsed duration of the CD, and the number of gray points on the dotted line is used to represent the remaining duration of the CD. And the skill CDs of the second skill and the third skill have both started and have been in progress for a period of time, but have not reached the end time of the CD.
[0066] In the state of serial number (4) or serial number (5), if the player triggers the second skill or the third skill, a jitter animation effect will be played through the corresponding auxiliary line indication bar (i.e., the recommended skill icon) to remind the game player that the skill is in the skill cooling state. If in the state of serial number (5), when the skill CD of the second skill and / or the third skill reaches the end time of the CD (the identifier at "serial number (5)") changes to the identifier at "serial number (1)" at this time), a jitter animation effect can also be played through the auxiliary line indication bar to remind the game player that the skill has ended the skill cooling state.
[0067] Of course, in the actual application process, when the current "first skill" is displayed in the form of a skill diagram, the skill cooling state of the "first skill" can also be displayed. Such as Figure 4 the identifier at "serial number (6)" represents the cooling progress of the "first skill" among the "first skill, second skill, third skill" currently owned by the virtual character A. When the "first skill" is displayed in the form of a skill diagram; the "second skill, third skill" are respectively displayed in the form of simple skill diagrams. The skill diagram of the first skill indicates that the "first skill" is currently in the skill cooling state. The skill diagram The dark shaded part inside indicates the elapsed duration of the first skill CD, and the remaining light or white part indicates the remaining duration of the first skill CD. When the dark shaded part fills the skill diagram of the "first skill" (such as the icon ), it indicates that the "first skill" cooling is over.
[0068] In the embodiment of the present application, by displaying the simple skill diagrams of different types of game skills in the first skill panel, it is convenient for players to comprehensively understand the game skills currently owned by the virtual character. Further, according to the current situation of the game skills owned by the virtual character, using the simple skill diagrams of different types of game skills for display simplifies the information display content of the graphical user interface.
[0069] In an embodiment of the present application, as a feasible implementation manner, for any game skill, the area occupied by the skill graph of the game skill in the graphical user interface is larger than the area occupied by the simple skill graph of the game skill. Of course, in the first skill panel, the simple skill graph can be displayed in the surrounding area of the skill graph.
[0070] It should be understood that the skill graph and the simple skill graph of the game skill in the first skill panel can streamline the skill display content in the panel and help players quickly locate the skills they need to obtain. If in the first skill panel, the area occupied by the skill graph of the game skill is larger than the area occupied by the simple skill graph of the game skill, it can further simplify the skill display content in the skill panel, remove redundant display information in the panel, and thus improve the operation efficiency during the player interaction process. Of course, the area occupied by the skill graph of the game skill in the graphical user interface can also be smaller than or equal to the area occupied by the simple skill graph of the game skill. This embodiment of the present application is for illustration purposes and is not an actual limitation. Displaying the simple skill graph in the surrounding area of the skill graph in the first skill panel can increase the convenience during the player interaction process, and thus improve the satisfaction of players during the game process.
[0071] In an embodiment of the present application, as another feasible implementation manner, the game skill corresponding to the skill graph displayed in the first skill panel is a commonly used game skill of the virtual character, and the game skill corresponding to the simple skill graph displayed in the first panel is an infrequently used game skill of the virtual character. Among them, the commonly used game skill of the virtual character is a pre-configured game skill or a player-defined game skill. For example, in the first skill panel 301, "Skill 1 - Attack Skill" is displayed in the form of a skill graph as a commonly used game skill of the virtual character A, and "Skill 2 - Defense Skill" and "Skill 3 - Health Recovery Skill" are both displayed in the form of simple skill graphs as infrequently used game skills of the virtual character A; this skill display setting method can also increase the convenience during the player interaction process, improve the operation efficiency during the player interaction process, and the satisfaction during the game process. The above "Skill 1 - Attack Skill" as a commonly used game skill of the virtual character A, "Skill 2 - Defense Skill" and "Skill 3 - Health Recovery Skill" as infrequently used game skills of the virtual character A can be skill information pre-configured by the server according to the player's game data, or can be skill information defined by the player himself.
[0072] Of course, in the first skill panel, the two methods of "the area occupied by the skill graph is larger than the area occupied by the simple skill graph" and "the game skill corresponding to the skill graph is a commonly used game skill of the virtual character, and the game skill corresponding to the simple skill graph is an infrequently used game skill of the virtual character" can also be combined. This embodiment of the present application is for illustration purposes and is not an actual limitation.
[0073] When a first skill panel is displayed in a graphical user interface and the skill panel contains skill diagrams of at least one game skill of a virtual character and simplified skill diagrams corresponding to other game skills respectively, the embodiments of the present application can further perform the following operations:
[0074] When the first skill panel is displayed in the graphical user interface, a key prompt area is provided through the graphical user interface, and prompt information of a key for switching the first skill panel to a second skill panel is displayed in the key prompt area.
[0075] Furthermore, skill affiliated information can be displayed in an associated area of each of the skill diagrams. The skill affiliated information includes at least one of the following: prompt information of a key for triggering the game skill corresponding to the skill diagram, and the name of the game skill corresponding to the skill diagram.
[0076] It should be understood that the key prompt area includes: prompt information of a key for switching the first skill panel to a second skill panel; this prompt information refers to the prompt information for instructing a player to perform a skill panel switch. It can also be understood that by the player manipulating the key in the above-mentioned prompt information, the switch of the first skill panel to the second skill panel is realized. Further, this key prompt area can also be used as an associated area of the skill diagram to display skill affiliated information.
[0077] Among them, the prompt information of the key for the skill affiliated information to trigger any game skill of the virtual character refers to the prompt information for instructing a player to perform a game skill operation. The skill affiliated information includes at least one of the following: prompt information of a key for triggering the game skill corresponding to the skill diagram, and the name of the game skill corresponding to the skill diagram. It can also be understood that by the player reading the name of the game skill corresponding to the skill diagram and manipulating the key in the above-mentioned prompt information, the release of the corresponding game skill of the virtual character is realized.
[0078] For ease of understanding, reference can be made to Figure 5 the schematic diagram. Figure 5 This is a schematic diagram of the graphical user interface provided by the embodiments of the present application for displaying the key prompt area. As shown in Figure 5As shown, when the first skill panel 501 is displayed in the graphical user interface 500, the "First Skill" of the virtual character 502 is displayed in the form of a skill icon 503 of the game skill, and the "Second Skill" and "Third Skill" are respectively displayed in the form of simple skill icons 504 and 505. In the key prompt area 506 of the graphical user interface 500, the prompt information "View / Switch - Alt" for the key used to switch the first skill panel 501 to the second skill panel can also be displayed. Further, the key prompt information for skill release can also be displayed in the key prompt area 506. As can be seen from the figure, the key to release the second skill is the number 2 on the keyboard, that is, when the player clicks the number key 2 on the keyboard, the second skill can be released; the key to release the third skill is the number 3 on the keyboard, that is, when the player clicks the number key 3 on the keyboard, the third skill can be released.
[0079] Among them, the prompt information "View / Switch Alt" is used to indicate that pressing and lifting the "Alt key" on the keyboard in the virtual game are defined as two "states". Among them, when the "Alt key" is not pressed, the first skill panel 501 is displayed in the graphical user interface 500; when the "Alt key" is pressed, the second skill panel is displayed in the graphical user interface 500. In the second skill panel, the simple skill icons in the first skill panel are respectively switched to the corresponding skill icons. For the content introduction of the second skill panel, please refer to the subsequent steps.
[0080] The prompt information "Heavy Strike - R" in the key prompt area 506 is used to indicate that when the player triggers the shortcut key "Letter R key" on the keyboard, the release of the "First Skill - Attack Skill" can be triggered. When the player does not press the "Alt key", the skill icon of the "First Skill - Attack Skill" indicated by 503 in the first skill panel 501 The peripheral area (the associated area of the skill icon) displays the skill name "Attack Skill" of the corresponding "First Skill". When the player presses the "Alt key", the names of the game skills corresponding to each skill icon are displayed in the second skill panel.
[0081] It should be understood that in the above content description, the associated area of the "First Skill" skill icon includes the key prompt area 506 and the peripheral area of the above "First Skill - Attack Skill" skill icon. Among them, the key prompt area 506 is used to display the prompt information "Heavy Strike - R" of the key to trigger the "First Skill - Attack Skill"; the peripheral area of the "First Skill - Attack Skill" skill icon is used to display the skill name "Attack Skill" of the "First Skill".
[0082] When the first skill panel is displayed in the graphical user interface, by setting a key prompt area in the graphical user interface, since the key prompt area displays the prompt information of the key for switching the first skill panel to the second skill panel, and / or, displays the prompt information of the key for triggering the game skill corresponding to the skill diagram and the name of the game skill corresponding to the skill diagram, it can avoid players' complete dependence on skill proficiency for using game skills and improve the convenience in players' game interaction operations.
[0083] In an embodiment of the present application, as a feasible implementation manner, the cooling progress information of the corresponding game skills is respectively displayed in the skill diagrams and / or the simple skill diagrams in the first skill panel. The cooling progress information of the game skill refers to the information used to represent the skill cooling time. For example, the virtual character A currently has three skills, namely "Skill 1, Skill 2, Skill 3", all of which have skill cooling times, and can also be called skills with CD. A skill with CD means that after using the skill, it is necessary to wait for a period of time before using the skill again.
[0084] For ease of understanding, reference can be made to Figure 6 the schematic diagram. Figure 6 This is a schematic diagram showing the cooling progress information of the game skills displayed in the first skill panel provided by the embodiment of the present application. As Figure 6 shown, in the first skill panel 601 displayed in the graphical user interface 600, the virtual character 602 currently has three skills, namely "Skill 1, Skill 2, Skill 3". In the first skill panel 601, there are displayed the skill diagram 603 of "Skill 1", the simple skill diagram 604 of "Skill 2", the simple skill diagram 605 of "Skill 3", and the key prompt area 606. Among them, in the identifier , the skill diagram corresponding to "Skill 1" and the simple skill diagrams corresponding to Skill 2 and Skill 3 respectively display their corresponding skill cooling progress. The change in the cooling time of the corresponding skill is represented by the change in the color within the simple skill diagram.
[0085] As Figure 6 shown at 603 in , in the skill diagram of "Skill 1 - Attack Skill", the dark shaded part within the skill diagram identifies the duration of the CD of Skill 1 that has elapsed, and the remaining light or white part identifies the remaining duration of the CD of Skill 1. When the dark shaded part fills the skill diagram of "Skill 1" (as shown in the icon ), it means that the cooling of "Skill 1" is over.
[0086] As Figure 6 shown at 604 in Among them, the bottom line is used to represent the total CD duration. The black part above the bottom line represents the progress of the CD, and the remaining gray part of the bottom line excluding the black part represents the remaining duration of the CD.
[0087] As Figure 6 As shown at 605 in [reference], the simple skill icon of the third skill All the points on the dotted line in [reference] are used to represent the total CD duration. The number of black points on the dotted line is used to represent the elapsed duration of the CD, and the number of gray points on the dotted line is used to represent the remaining duration of the CD.
[0088] In the embodiment of the present application, directly on the skill diagram of "First Skill - Attack Skill", the simple skill diagram of "Second Skill - Defense Skill", and the simple skill diagram of "Third Skill - Health Recovery Skill", the cooling progress of the corresponding skill is displayed in a color-changing manner. This setting method is more intuitive and concise, reducing the display elements in the graphical user interface. In the first skill panel 601, displaying the skill cooling progress of "First Skill, Second Skill, Third Skill" can facilitate players to understand the current situation of the skills and improve the convenience and satisfaction during the game process.
[0089] S202. In response to the target trigger operation, the simple skill diagrams in the first skill panel are respectively switched to the corresponding skill diagrams to obtain a second skill panel and display the second skill panel.
[0090] The function of this step is to switch the first skill panel displayed in the graphical user interface to the second skill panel and display the second skill panel.
[0091] As a feasible implementation method, the target trigger operation is a trigger operation for the target input key; after the above target trigger operation is performed on the target input key, the switching of the simple skill diagram to the corresponding skill diagram is completed. The target input key refers to the control for switching the skill panel in the graphical user interface. It can also be understood as the control for switching between the first skill panel and the second skill panel. For example, keyboard shortcuts, mouse input keys, etc. The target trigger operation of the target input key refers to a specific operation for triggering the target input key for the server to control the switching between skill panels.
[0092] In the embodiment of the present application, the above target input key is exemplified by the keyboard shortcut "Alt key", and the target trigger operation of the target input key is "press the Alt key"; by the player pressing the keyboard shortcut "Alt key", the simple skill diagrams in the first skill panel are respectively switched to the corresponding skill diagrams.
[0093] To facilitate the understanding of the process of switching the simplified skill diagrams in the above-mentioned first skill panel to the corresponding skill diagrams to obtain the second skill panel, the second skill panel will be introduced in the form of a legend. Please refer to Figure 7 for illustration, Figure 7 which is a schematic diagram of the second skill panel provided by an embodiment of the present application.
[0094] As Figure 7 shown, in the second skill panel 701 displayed on the graphical user interface 700, both the "Second Skill, Third Skill" possessed by the virtual character 702 are switched to the corresponding skill diagrams. The simplified skill diagram of the "Second Skill - Defense Skill" is switched to Figure 7 the skill diagram 704 therein. The simplified skill diagram of the "Third Skill - Health Recovery Skill" is switched to Figure 7 the skill diagram 705 therein. Since the "First Skill - Attack Skill" has been displayed in the form of the skill diagram in the first skill panel, the skill diagram of the first skill remains unchanged when the target trigger operation is received.
[0095] The above shows the situation where the skill diagrams of the game skills possessed by the virtual character 702 in the second skill panel 701 are composed of the respective skill diagrams of the "First Skill, Second Skill, Third Skill". In the actual application process, there are many situations regarding the game skills possessed by the virtual character 702, such as the virtual character 702 only possessing the "First Skill, Second Skill", only possessing the "Second Skill, Third Skill", or only possessing the "Third Skill", etc. To facilitate the understanding of the above description, it is schematically illustrated in the form of a legend. Please refer to Figure 8 for illustration, Figure 8 which is a schematic diagram of the skill diagrams of different types of game skills in the second skill panel provided by an embodiment of the present application.
[0096] As Figure 8 shown, Figure 8 the second skill panel at the serial number (1) in Figure 8 represents that the virtual character currently possesses the First Skill, Second Skill, and Third Skill simultaneously. Figure 8 The second skill panel at (2) in Figure 8 represents that the virtual character currently possesses the First Skill and the Second Skill and does not possess the Third Skill.
[0097] By displaying "the first skill, the second skill, and the third skill" in the graphical user interface 700 in the form of skill diagrams in the second skill panel 701, the skill information content can be fully and completely displayed to the player so that the player can comprehensively understand and control the game skills of the virtual character.
[0098] In the embodiment of the present application, as a feasible implementation manner, the cooling progress information of the corresponding game skills is respectively displayed in the skill diagrams in the second skill panel. As described above, the cooling progress information corresponding to the game skills refers to the information used to represent the skill cooling time. Each skill displayed in the second skill panel is provided with its corresponding skill cooling progress information.
[0099] For example, referring to Figure 9 the schematic illustration, in the second skill panel 901 corresponding to the graphical user interface 900, skill diagrams corresponding to each of the "first skill, second skill, and third skill" of the virtual character 902 are displayed. As Figure 9 shown in the skill diagram at 903 represents the "first skill - attack skill", the skill diagram at 904 represents the "second skill - defense skill", and the skill diagram at 905 represents the "third skill - health recovery skill". The above "first skill, second skill, and third skill" are respectively provided with corresponding skill cooling progress bars. The cooling time of the corresponding skill is represented by the color change within the progress bar.
[0100] For another example, in the second skill panel 901 corresponding to the graphical user interface 900, the skill diagram of the "first skill - attack skill" at 903 the skill diagram of the "second skill - defense skill" at 904 the skill diagram of the "third skill - health recovery skill" at 905 can all identify the duration of the skill CD that has elapsed by the dark shaded part within the skill diagram (such as the dark shaded part within the skill diagram identifies the duration of the first skill CD that has elapsed), and the remaining light or white part identifies the remaining duration of the skill CD.
[0101] In the second skill panel 901, displaying the skill cooling progress of the "first skill, second skill, and third skill" simultaneously can facilitate the player to comprehensively understand the current cooling situation of the skills and improve the convenience and satisfaction during the game process. Among them, in response to the end of the target trigger operation, the display of at least one skill diagram in the second skill panel is retained, and the remaining skill diagrams are respectively switched to the corresponding simple skill diagrams. Specifically, when the above target trigger operation ends, at least one skill diagram is displayed in the second skill panel, and the remaining skill diagrams are all switched to their corresponding simple skill diagrams.
[0102] For ease of understanding, the remaining skill diagrams in the second skill panel are switched to corresponding simplified skill diagrams and described in the form of legends. Please refer to Figure 10 for the schematic illustration of Figure 10 FIG. Figure 10 is a schematic diagram of switching the remaining skill diagrams in the second skill panel provided by the embodiment of the present application to corresponding simplified skill diagrams.
[0103] As shown in Figure 10 FIG. Figure 10 , when the player stops pressing the "Alt key", the second skill panel is switched to the first skill panel 1001 in the graphical user interface 1000, that is, the skill diagrams of the "second skill" and "third skill" of the virtual character 1002 are respectively switched to the corresponding simplified skill diagrams 1004 and 1005. As shown in Figure 10 the identifier within at 1003 in represents the skill diagram of the "first skill - attack skill", and at 1004 represents the simplified skill diagram of the "second skill - defense skill". At 1005 represents the simplified skill diagram of the "third skill - health recovery skill".
[0104] In the embodiment of the present application, as another feasible implementation manner, the skill diagram retained after the trigger operation ends is the same as the skill diagram displayed in the first skill panel. For example, when the player does not press the "Alt key", the first skill panel 501 is displayed in the graphical user interface 500. In the first skill panel 501, the "first skill" is displayed in the form of a game skill diagram, and the "second skill" and "third skill" are respectively displayed in the form of simplified skill diagrams. When the player stops pressing the "Alt key", in the second skill panel displayed in the graphical user interface 1000, the "first skill" is still displayed in the form of a game skill diagram, and the "second skill" and "third skill" are both switched to the corresponding simplified skill diagrams.
[0105] S203, in response to the release operation of the target game skill in the first skill panel or the second skill panel, control the virtual character to release the target game skill.
[0106] The function of this step is to control the virtual character to release the target game skill.
[0107] Specifically, the target game skill refers to the skill selected by the player from the game skills owned by the virtual character during the virtual game process. By the player performing the release operation on the target game skill in the first skill panel or the second skill panel, the virtual character releases the target game skill in the game scene.
[0108] In an embodiment of the present application, as a feasible implementation manner, in response to a click operation on a target skill diagram displayed in the graphical user interface, a game skill corresponding to the target skill diagram is controlled to be released by a virtual character, where the target skill diagram is any skill diagram.
[0109] For ease of understanding, reference may still be made to Figure 10 for illustration. As Figure 10 shown, when a player performs a click operation "trigger the letter R key on the keyboard" on the skill diagram of the target skill diagram "Skill 1" in the first skill panel 1001, and then controls the virtual character 1002 to release the "Skill 1 - Attack Skill".
[0110] Certainly, in an embodiment of the present application, as a feasible implementation manner, in response to the virtual character obtaining a target game skill, a simple skill diagram corresponding to the target game skill is added to the first skill panel. If the virtual character obtains a target game skill during the game process by completing a game task, the target game skill can also be displayed in the form of a simple skill diagram in the first skill panel to dynamically update the game skills in the skill panel.
[0111] The information processing method in the game provided by the embodiments of the present application provides a graphical user interface through a terminal device. The graphical user interface includes at least part of the game scene, and the game scene includes a virtual character controlled by the terminal device; the first skill panel is displayed through the graphical user interface; since the first skill panel includes skill diagrams of at least one game skill of the virtual character and simple skill diagrams corresponding to other game skills respectively, the game skills of the virtual character can be displayed in the graphical user interface in the form of skill diagrams and simple skill diagrams, thereby saving screen space and not requiring the information of each game skill to be displayed on the screen, and the player can learn the currently owned game skills through the skill diagrams and simple skill diagrams; the method of the present application can also respond to the target trigger operation of the user, and then display skill diagrams of more game skills to the user, facilitating the player to understand more game skill information when needed. It can be seen that the present application not only streamlines the information content of the graphical user interface but also enables game players to quickly understand the game skills of virtual characters. After the game player understands the information related to the game skills owned by the virtual character, in response to the release operation of the target game skill in the first skill panel or the second skill panel, the virtual character is controlled to release the target game skill; the present application can enable the player to focus more on the battle itself, without spending more energy to obtain relevant battle information, and due to the reduction of interference information on the screen, the immersion of the player in the game is improved, thereby improving the efficiency of the player's operation process and increasing the player's experience during the game process.
[0112] The first aspect of the above embodiment provides a method for information processing in a game. Correspondingly, the second aspect of the embodiments of the present application also provides an information processing device in a game. Since the device embodiments are basically similar to the method embodiments, the description is relatively simple. For the details of the relevant technical features, please refer to the corresponding description of the method embodiments provided above. The following description of the device embodiments is only illustrative. As Figure 11 shown, it is a unit block diagram of an information processing device 1000 in a game provided in this embodiment, including:
[0113] A skill panel display unit 1101, configured to display a first skill panel through the graphical user interface, where the first skill panel includes skill diagrams of at least one game skill of the virtual character and simplified skill diagrams corresponding to other game skills respectively.
[0114] A skill panel switching unit 1102, configured to, in response to a target trigger operation, switch the simplified skill diagrams in the first skill panel to corresponding skill diagrams respectively, obtain a second skill panel, and display the second skill panel.
[0115] A game skill control unit 1103, configured to, in response to a release operation on a target game skill in the first skill panel or the second skill panel, control the virtual character to release the target game skill.
[0116] The above embodiment provides an information processing device in a game. In addition, the embodiments of the present application also provide an electronic device. Since the electronic device embodiments are basically similar to the method embodiments, the description is relatively simple. For the details of the relevant technical features, please refer to the corresponding description of the method embodiments provided above. The following description of the electronic device embodiments is only illustrative. The electronic device embodiments are as follows: Please refer to Figure 12 To understand this embodiment, Figure 12 it is a schematic diagram of an electronic device provided in this embodiment.
[0117] As Figure 12 shown, Figure 12 it is a schematic diagram of an electronic device provided in the third aspect of the embodiments of the present application.
[0118] In this embodiment, an optional hardware structure of the electronic device 1200 can be as Figure 12 shown, including: at least one processor 1201, at least one memory 1202, and at least one communication bus 1205; the memory 1202 contains a program 1203 and data 1204.
[0119] The bus 1205 can be a communication device for transmitting data between components inside the electronic device 1200, such as an internal bus (e.g., a CPU-memory bus, where the processor is the central processing unit, abbreviated as CPU), an external bus (e.g., a universal serial bus port, a peripheral component interconnect express port), etc.
[0120] In addition, the electronic device further includes: at least one network interface 1206 and at least one peripheral interface 1207. The network interface 1206 is used to provide wired or wireless communication related to an external network 1208 (e.g., the Internet, an intranet, a local area network, a mobile communication network, etc.); in some embodiments, the network interface 1206 may include any combination of any number of network interface controllers (abbreviated as NIC in English), radio frequency (abbreviated as RF in English) modules, repeaters, transceivers, modems, routers, gateways, wired network adapters, wireless network adapters, Bluetooth adapters, infrared adapters, near field communication (abbreviated as NFC in English) adapters, cellular network chips, etc.
[0121] The peripheral interface 1207 is used to connect to peripherals, and the peripherals can be, for example, peripheral 1 ( Figure 12 1209 in the figure), peripheral 2 ( Figure 12 1210 in the figure), and peripheral 3 ( Figure 12 1211 in the figure). Peripherals are peripheral devices, and peripheral devices can include but are not limited to cursor control devices (e.g., a mouse, a touchpad, or a touch screen), a keyboard, a display (e.g., a cathode ray tube display, a liquid crystal display. A display or a light-emitting diode display, a video input device (e.g., a camera or an input interface communicatively coupled to a video file), etc.
[0122] The processor 1201 may be a CPU, or a specific integrated circuit ASIC (Application Specific Integrated Circuit), or one or more integrated circuits configured to implement the embodiments of the present application.
[0123] The memory 1202 may include a high-speed RAM (full name: Random Access Memory, i.e., random access memory) memory, and may also include non-volatile memory, such as at least one disk memory.
[0124] Among them, the processor 1201 calls the programs and data stored in the memory 1202 to execute the method according to the first aspect of the embodiments of the present application.
[0125] Corresponding to the method according to the first aspect of the embodiments of the present application, the embodiments of the present application further provide a computer storage medium. The computer storage medium stores a computer program, and the computer program is run by a processor to execute the method according to the first aspect of the embodiments of the present application.
[0126] Although the present application is disclosed above in preferred embodiments, it is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present invention. Therefore, the protection scope of the present application should be defined by the scope of the claims of the present application.
[0127] The embodiments of the present application may involve the use of user data. In actual applications, user-specific personal data may be used in the solutions described herein within the scope permitted by applicable laws and regulations (for example, with the user's explicit consent, giving the user a practical notice, etc.) and in compliance with the requirements of the applicable laws and regulations of the country where it is located. In the above embodiments, an information processing method in a game, as well as a device and an electronic device corresponding to the above method, are provided. In addition, the embodiments of the present application also provide a computer-readable storage medium for implementing the above information processing method in a game. The embodiments of the computer-readable storage medium provided by the present application are described relatively simply. For the relevant parts, please refer to the corresponding descriptions of the above method embodiments. The following described embodiments are merely illustrative.
[0128] The computer-readable storage medium provided in this embodiment stores computer instructions, and when the instructions are executed by a processor, the steps of the above method embodiments are implemented.
[0129] In a typical configuration, a computing device includes one or more processors (CPUs), an input / output interface, a network interface, and a memory.
[0130] The memory may include non-permanent memory in the computer-readable medium, random access memory (RAM), and / or non-volatile memory in the form of, for example, read-only memory (ROM) or flash memory (flash RAM). The memory is an example of a computer-readable medium.
[0131] 1. A computer-readable medium includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. The information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette tapes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transitory medium that can be used to store information accessible by a computing device. As defined herein, a computer-readable medium does not include transitory media such as modulated data signals and carrier waves.
[0132] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as a method, a system, or a computer program product. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) that contain computer-usable program code.
[0133] Although the present invention is disclosed above in preferred embodiments, it is not intended to limit the present invention. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present invention. Therefore, the protection scope of the present invention should be determined by the scope defined in the claims of the present invention.
[0134] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the present application are all information and data that have been authorized by the user or fully authorized by all parties. And the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions, and corresponding operation entrances are provided for users to choose to authorize or refuse.
Claims
1. A method for processing information in a game, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface including at least part of a game scene, and the game scene including a virtual character controlled by the terminal device, the method comprising: Displaying a first skill panel through the graphical user interface, the first skill panel including skill diagrams of at least one game skill of the virtual character and simplified skill diagrams corresponding to other game skills respectively; In response to a target trigger operation, switching the simplified skill diagrams in the first skill panel to corresponding skill diagrams respectively to obtain a second skill panel and displaying the second skill panel; In response to a release operation on a target game skill in the first skill panel or the second skill panel, controlling the virtual character to release the target game skill.
2. The method according to claim 1, characterized in that For any game skill, the area occupied by the skill diagram of the game skill in the graphical user interface is larger than the area occupied by the simplified skill diagram of the game skill.
3. The method according to claim 1, characterized in that: For any game skill, the simplified skill diagram of the game skill is a simplified diagram of the skill diagram of the game skill.
4. The method according to claim 1, characterized in that: The method further comprises: When displaying the first skill panel in the graphical user interface, providing a key prompt area through the graphical user interface, and the key prompt area displays prompt information of a key for switching the first skill panel to the second skill panel.
5. The method according to claim 1, characterized in that The method further comprises: Displaying skill affiliated information in the associated area of each skill diagram, the skill affiliated information including at least one of the following: prompt information of a key for triggering the game skill corresponding to the skill diagram, and the name of the game skill corresponding to the skill diagram.
6. The method according to claim 1, characterized in that The method further comprises: In response to a click operation on a target skill diagram displayed in the graphical user interface, controlling the virtual character to release the game skill corresponding to the target skill diagram, wherein the target skill diagram is any skill diagram.
7. The method according to claim 1, characterized in that The method further comprises: Displaying cooling progress information of the corresponding game skill in the skill diagram and / or the simplified skill diagram in the first skill panel respectively.
8. The method according to claim 1, characterized in that: The method further comprises: Displaying cooling progress information of the corresponding game skill in the skill diagram in the second skill panel respectively.
9. The method according to claim 1, characterized in that: The game skills corresponding to the skill diagrams displayed in the first skill panel are the commonly used game skills of the virtual character, and the game skills corresponding to the simplified skill diagrams displayed in the first panel are the uncommonly used game skills of the virtual character.
10. The method according to claim 9, characterized in that The commonly used game skills of the virtual character are pre-configured game skills or player-defined game skills.
11. The method according to claim 1, characterized in that: In the first skill panel, the simplified skill diagrams are displayed in the surrounding area of the skill diagrams.
12. The method according to claim 1, characterized in that The method further comprises: In response to the virtual character obtaining a target game skill, adding a simplified skill diagram corresponding to the target game skill in the first skill panel.
13. The method according to claim 1, characterized in that The method further comprises: In response to the end of the target trigger operation, retaining the display of at least one skill diagram in the second skill panel and switching the remaining skill diagrams to corresponding simplified skill diagrams respectively.
14. The method according to claim 1, characterized in that The target trigger operation is a trigger operation on a target input key.
15. The method according to claim 1, characterized in that The skill diagram retained after the triggering operation ends is the same as the skill diagram displayed in the first skill panel.
16. An information processing device in a game, characterized in that:A graphical user interface is provided through a terminal device, the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device. The device includes: A skill panel display unit configured to display a first skill panel through the graphical user interface, where the first skill panel includes skill diagrams of at least one game skill of the virtual character and simplified skill diagrams corresponding to other game skills respectively; A skill panel switching unit configured to, in response to a target triggering operation, switch the simplified skill diagrams in the first skill panel to corresponding skill diagrams respectively, obtain a second skill panel, and display the second skill panel; A game skill control unit configured to, in response to a release operation on a target game skill in the first skill panel or the second skill panel, control the virtual character to release the target game skill.
17. An electronic device, characterized in that, It includes a processor and a memory; wherein, The memory is used to store one or more computer instructions, and the one or more computer instructions are executed by the processor to implement the method according to any one of claims 1-15.
18. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that, The instruction is executed by the processor to implement the method according to any one of claims 1-15.