Information processing method and device in game, electronic equipment and storage medium
By displaying tactical indicators for teammate virtual characters in ball games, it solves the problem that players find it difficult to realize the tactical cooperation of virtual characters in the same camp, and improves the coordination in the game.
Patent Information
- Application Number
- CN202311804488.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-26
- Publication Date
- 2025-06-27
AI Technical Summary
In ball games, it is difficult for players to realize that other virtual characters in the same camp are performing tactical cooperation, resulting in low coordination.
In the game game stage, when the first virtual character receives the target tactical execution instruction in the non-ball-holding state, a tactical indication identifier is displayed in the graphical user interface of the player who controls the teammate's virtual character, indicating that the first virtual character is executing the target tactical execution instruction.
By displaying tactical indicators, players who control teammate virtual characters can pay attention to the tactical cooperation of the first virtual character in a timely manner and respond in a timely manner, thereby improving the coordination between virtual characters in the same camp in ball games.
Smart Images

Figure CN120204718A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and particularly to a method for processing information in a game, an apparatus for processing information in a game, an electronic device, and a computer-readable storage medium. Background Art
[0002] Ball games are a relatively common type of game. In existing ball games, generally multiple camps conduct battles. If there are multiple virtual characters in the same camp, then these multiple virtual characters are teammates with each other. Teammates can cooperate tactically to obtain victory in the game session. When a player controls one of the virtual characters in a certain camp to play a ball game, other virtual characters in the same camp can perform tactical cooperation with respect to the virtual character controlled by the player. However, players often have difficulty realizing that other virtual characters in the same camp are performing a certain tactical cooperation, resulting in low cooperation degrees among virtual characters in the same camp in ball games. Summary of the Invention
[0003] The present disclosure provides a method for processing information in a game, an apparatus for processing information in a game, an electronic device, and a computer-readable storage medium to solve or at least partially solve the above problems, as follows.
[0004] In a first aspect, the present disclosure provides a method for processing information in a game, the method including:
[0005] In a game session stage, multiple virtual characters of different camps perform virtual interactions with respect to a virtual sphere, where the virtual characters in the same camp include a first virtual character and a teammate virtual character controlled by a player;
[0006] In response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, a tactical indication identifier is displayed for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, where the teammate virtual character is in a ball-holding state or a non-ball-holding state, and the tactical indication identifier is used to indicate that the first virtual character is executing the target tactical execution instruction.
[0007] In a second aspect, the present disclosure further provides an apparatus for processing information in a game, the apparatus including:
[0008] A sphere interaction module, configured to, in a game session stage, enable multiple virtual characters of different camps to perform virtual interactions with respect to a virtual sphere, where the virtual characters in the same camp include a first virtual character and a teammate virtual character controlled by a player;
[0009] A tactical instruction module, configured to respond to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, and display a tactical instruction identifier for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, where the teammate virtual character is in a ball-holding state or a non-ball-holding state, and the tactical instruction identifier is used to indicate that the first virtual character is executing the target tactical execution instruction.
[0010] In a third aspect, the present disclosure also provides an electronic device, including: a processor, a memory, and computer program instructions stored on the memory and executable on the processor;
[0011] When the processor executes the computer program instructions, the information processing method in the game as described in the first aspect above is implemented.
[0012] In a fourth aspect, the present disclosure also provides a computer-readable storage medium, in which computer program instructions are stored, and when the computer program instructions are executed by a processor, they are used to implement the information processing method in the game as described in the first aspect above.
[0013] In the information processing method in the game provided by the present disclosure, during the game round stage, multiple virtual characters of different camps can perform virtual interactions on a virtual sphere, where the virtual characters of the same camp include a first virtual character and a teammate virtual character controlled by a player; in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, a tactical instruction identifier is displayed for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, where the teammate virtual character is in a ball-holding state or a non-ball-holding state, and the tactical instruction identifier is used to indicate that the first virtual character is executing the target tactical execution instruction. In the present disclosure, if the first virtual character in a ball game round receives a target tactical execution instruction in a non-ball-holding state, a tactical instruction identifier can be displayed for the first virtual character in the graphical user interface of the player controlling the teammate of the first virtual character. Through this tactical instruction identifier, the player controlling the teammate of the first virtual character can timely pay attention to the tactical cooperation of the first virtual character and make a timely response, thereby improving the cooperation degree between the virtual characters of the same camp in the ball game. Description of the Drawings
[0014] Figure 1 is a flowchart of an information processing method in a game provided by one embodiment of the present disclosure;
[0015] Figure 2 is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0016] Figure 3It is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0017] Figure 4 It is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0018] Figure 5 It is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0019] Figure 6 It is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0020] Figure 7 It is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0021] Figure 8 It is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0022] Figure 9 It is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0023] Figure 10 It is a schematic diagram of a graphical user interface in an information processing method in a game provided by one embodiment of the present disclosure;
[0024] Figure 11 It is a block diagram of an information processing device in a game provided by one embodiment of the present disclosure;
[0025] Figure 12 It is a schematic logical structure diagram of an electronic device for implementing information processing in a game provided by one embodiment of the present disclosure. Detailed implementation manners
[0026] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are only a part rather than all of the embodiments of the present disclosure. Components of the embodiments of the present disclosure generally described and illustrated in the accompanying drawings here may be arranged and designed in various different configurations. Therefore, the detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by a person skilled in the art without creative efforts shall fall within the scope of protection of the present disclosure.
[0027] As used in this specification, the terms "a", "an", "the", and "said" are used to denote the presence of one or more elements / components / etc.; the terms "comprising" and "having" are used to mean an open inclusion and mean that there may be additional elements / components / etc. in addition to the listed elements / components / etc.; the terms "first" and "second", etc. are used only as labels and are not a limitation on the quantity of their objects.
[0028] It should be understood that in the embodiments of the present disclosure, "at least one" means one or more, and "a plurality" means two or more. "And / or" is merely a description of the relationship between associated objects and indicates that there may be three relationships. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally means that the associated objects before and after are in an "or" relationship. "Including A, B, and / or C" means including any one, any two, or all three of A, B, and C.
[0029] It should be understood that in the embodiments of the present disclosure, "B corresponding to A", "B corresponding to A relatively", "A corresponding to B relatively", or "B corresponding to A relatively" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.
[0030] The information processing method in the game in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the information processing method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0031] In an optional embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the information processing method in the game are completed on the cloud game server, and the function of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a 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 data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.
[0032] In an optional embodiment, taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through the graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The manner in which the local terminal device provides the graphical user interface to the player can include various ways. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0033] In a possible embodiment, the embodiments of the present disclosure provide an information processing method in a game, which provides a graphical user interface through a terminal device, where the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0034] Figure 1 It is a flowchart of an information processing method in a game provided by one of the embodiments of the present disclosure. Figures 2 to 10 It is a schematic diagram of the graphical user interface in the information processing method in the game provided by some embodiments of the present disclosure. The following will refer to Figures 2 to 10 , for Figure 1 The information processing method in the game shown is introduced. As Figure 1 shown, the information processing method in the game can include the following steps S101 to step S102.
[0035] Step S101: In the game round stage, virtual characters of multiple different camps conduct virtual interactions with respect to a virtual sphere. Among them, the virtual characters of the same camp include a first virtual character and a teammate virtual character controlled by a player.
[0036] Before the game round stage, in the game preparation stage, a player can choose a side. For example, in a football game, referring to Figure 2 (a) and Figure 2 (b), choosing a side specifically means choosing a home field or an away field. A player can choose a side through a side-selection control 01, thus dividing into two camps for the game round. The number of players on both sides may not be equal, but the specific number of virtual characters on both sides and whether the number of virtual characters on both sides is the same are determined based on specific ball game rules. If the number of players in a team is insufficient after each player has chosen a side, AI virtual characters, that is, virtual characters controlled by the game, are automatically assigned to that team. After completing processes such as multi-player side selection, team selection, and lineup editing, the game round stage can be entered, thus officially starting a game match.
[0037] Optionally, the game can include football games, basketball games, rugby games, baseball games, etc. Correspondingly, the virtual sphere can include a virtual football, a virtual basketball, a virtual rugby, a virtual baseball, etc. The present disclosure does not make specific limitations in this regard.
[0038] In a ball game, all virtual characters can be divided into multiple camps. Exemplarily, it can be two camps. Among them, the camp where the virtual character in the ball-holding state is located in the two camps can be called the offensive camp, and the other camp can be called the defensive camp. In the game round stage of a ball game, each virtual character can switch between the ball-holding state and the non-ball-holding state. And if the virtual character in the ball-holding state changes from a virtual character in one camp to a virtual character in another camp, the offensive camp and the defensive camp will also switch accordingly.
[0039] Therefore, the virtual characters in the ball-holding state and the non-ball-holding state also change dynamically in a game round. Similarly, the offensive camp and the defensive camp also change dynamically in a game round. When a virtual character in the defensive camp obtains the ball, that virtual character will switch from the non-ball-holding state to the ball-holding state, and the offensive camp and the defensive camp will be swapped. At this time, the camp where the virtual character that obtains the ball is located changes from the defensive camp to the offensive camp, and the other camp changes from the offensive camp to the defensive camp.
[0040] Among them, the virtual characters in the same camp include the first virtual character and the teammate virtual characters controlled by the player. Of course, it can also include the teammate virtual characters controlled by the game. When the number of players participating in the game in a camp is less than the number of virtual characters required in that camp, virtual characters can be automatically assigned to that camp to make up for the number of virtual characters required in that camp. For example, referring to Figure 2 , when the number of virtual characters required in a camp is 4, and the number of players participating in the game in that camp is 2, then 2 virtual characters can be automatically assigned to that camp.
[0041] It should be noted that the teammate virtual characters without special instructions in the following text can be understood as the teammate virtual characters controlled by the player. If it is necessary to refer to the set of characters including the teammate virtual characters controlled by the player and the teammate virtual characters controlled by the game, it will be specially stated. And in order to facilitate the distinction between the teammate virtual characters controlled by the player and the teammate virtual characters controlled by the game, the teammate virtual characters controlled by the game are referred to as AI teammate virtual characters in the following text.
[0042] The first virtual character is one of the virtual characters in the affiliated camp. In an optional embodiment, the first virtual character can switch between the state of being controlled by the player and the state of being controlled by the game. Exemplarily, the switching of this state can be achieved in response to the switching operation of the player in the first virtual character's camp for the virtual character controlled in that camp. For example, player a can, while controlling virtual character 1 in the first camp, perform a switching operation for the virtual character controlled in the first camp. In response to this switching operation, the virtual character controlled by player a can be switched from virtual character 1 in the first camp to virtual character 2 in the first camp. Virtual character 2 is one of the virtual characters in the first camp other than the virtual character. Optionally, virtual character 2 can be the AI teammate virtual character that is currently the closest to virtual character 1 in the first camp.
[0043] In another optional embodiment, the first virtual character can be fixedly controlled by the player during the game stage.
[0044] In another optional embodiment, the first virtual character can be fixedly controlled by the game during the game stage.
[0045] Step S102: In response to the first virtual character receiving a target tactical execution instruction in the non-ball-holding state, display a tactical indication mark for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, where the teammate virtual character is in the ball-holding state or the non-ball-holding state, and the tactical indication mark is used to indicate that the first virtual character is executing the target tactical execution instruction.
[0046] In one alternative embodiment of the present disclosure, when the first virtual character is controlled by the player and is in a non-ball-holding state, a touch operation for a target tactical execution instruction can be received through the graphical user interface of the player controlling the first virtual character, so that the first virtual character receives the target tactical execution instruction in the non-ball-holding state.
[0047] In this embodiment, when the first virtual character is currently controlled by the player and the first virtual character is not currently holding the ball, the player controlling the first virtual character can perform a touch operation for the target tactical execution instruction in his own graphical user interface. In response to this touch operation, the first virtual character can receive the target tactical execution instruction in the non-ball-holding state.
[0048] Exemplarily, a target tactical control for indicating the target tactical execution instruction can be displayed in the graphical user interface of the player controlling the first virtual character. Correspondingly, the touch operation for the target tactical execution instruction can include a click operation, a long-press operation, a swipe operation, etc. on the target tactical control.
[0049] Exemplarily, the touch operation for the target tactical execution instruction can also include a voice input operation for the target tactical execution instruction, a key operation on a preset quick trigger key for the target tactical execution instruction, etc. The present disclosure is not intended to limit this.
[0050] In one alternative embodiment of the present disclosure, when the first virtual character is controlled by the game and is in a non-ball-holding state, the game can send a target tactical execution instruction to the first virtual character based on the AI processing logic for the current game situation, so that the first virtual character receives the target tactical execution instruction in the non-ball-holding state.
[0051] In the present disclosure, the target tactical execution instruction can be one of the tactical execution instructions of the ball game. Exemplarily, taking a football game as an example, the target tactical execution instruction can include a tackling instruction, a passing instruction, a receiving instruction, a forward run instruction, a central run instruction, etc.
[0052] In an alternative example, taking the target tactical execution instruction as the forward run instruction and the target tactical control as the forward run control as an example, the touch operation for the forward run instruction can include a click operation on the forward run control, such as Figure 3As shown in (a), the player controlling the first virtual character A (currently in a non-ball-holding state) can click on the forward run control in their own graphical user interface, so that the first virtual character A receives a forward run instruction in the non-ball-holding state. It should be noted that in the drawings of the present disclosure, the virtual character controlled by a player in the graphical user interface of the player is indicated by displaying an inverted triangle sign above the head of the controlled virtual character. The way of indicating the controlled virtual character by the inverted triangle sign does not limit the present disclosure.
[0053] For ease of description, the player controlling the first virtual character is referred to as the first player, and the player controlling the teammate virtual character in the same camp is referred to as the second player or the teammate of the first player. When the teammate of the first player sees the target tactical execution instruction displayed for the first virtual character in their own graphical user interface, they can know that the first virtual character is executing the target tactical execution instruction, and thus cooperate with the first player according to the tactics indicated by the target tactical execution instruction. In this way, the teammate of the first player can timely pay attention to the in-game actions of the character controlled by the first player, and thus respond to the tactical cooperation of the first player, achieving a higher degree of tactical cooperation.
[0054] In one embodiment of the present disclosure, step S102 can be specifically implemented in the following manner: in response to the first virtual character receiving a target tactical execution instruction in the non-ball-holding state, control the first virtual character to execute the tactical action corresponding to the target tactical execution instruction, and display a tactical indication sign for the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
[0055] In this embodiment, in response to the first virtual character receiving a target tactical execution instruction in the non-ball-holding state, in addition to being able to display a tactical indication sign for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, it can also automatically control the first virtual character to execute some or all of the tactical actions corresponding to the target tactical execution instruction.
[0056] In an alternative embodiment, the game system can control the first virtual character to execute all the tactical actions corresponding to the target tactical execution instruction. Exemplarily, taking the forward run instruction as an example, the tactical action corresponding to the forward run instruction may include an accelerated running action along the current moving direction of the character. In response to the first virtual character receiving the forward run instruction in the non-ball-holding state, the game system can control the first virtual character to accelerate and run along the current moving direction of the first virtual character. In this embodiment, the first virtual character can implement the tactics indicated by the target tactical execution instruction under the independent control of the game system, and enable the teammate of the first player to observe the tactical indication sign indicating that the first virtual character is executing the target tactical execution instruction, quickly realizing tactical execution and tactical prompting.
[0057] In another alternative embodiment, the game may control the first virtual character to execute some of the tactical actions corresponding to the target tactical execution instruction, and the first player may control the first virtual character to execute the remaining tactical actions corresponding to the target tactical execution instruction. Exemplarily, taking the receiving instruction as an example, the tactical actions corresponding to the receiving instruction may include an accelerating running action along the current moving direction of the character and a receiving action. In response to the first virtual character receiving the receiving instruction in a non-ball-holding state, the game system may control the first virtual character to accelerate and run along the current moving direction of the first virtual character, and the first player may control the first virtual character to execute the receiving action when the first virtual character accelerates and runs to a suitable position. In this embodiment, the first virtual character can implement the tactics indicated by the target tactical execution instruction under the joint control of the game system and the player. Thus, the flexibility of tactical execution can be improved. In addition, since the player can participate in the execution of tactical actions, complex tactics can be implemented under the joint control of the game system and the player.
[0058] In one embodiment of the present disclosure, the process of "displaying a tactical indication mark for the first virtual character in the graphical user interface of the player controlling the teammate virtual character" in step S102 may be specifically implemented in the following manner: Displaying the tactical name of the tactics indicated by the target tactical execution instruction and playing a preset dynamic special effect for the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
[0059] In this embodiment, the tactical indication mark may include the tactical name of the tactics indicated by the target tactical execution instruction. For example, the tactical name of the tactics indicated by the forward run instruction may be "forward run", and the tactical name of the tactics indicated by the receiving instruction may be "receiving". In addition, a dynamic special effect may also be played for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, so as to provide visual feedback to the teammate of the first player that the first virtual character is performing tactical cooperation, so that the teammate of the first player can more easily notice the tactical cooperation of the first virtual character. Exemplarily, the preset dynamic special effect may be a circle diffusion effect played under the virtual character's feet.
[0060] In an alternative example, in response to the first player's click operation on the forward run control, as Figure 3 (b) shows, in the graphical user interface of the first player's teammate (the virtual character controlled by the teammate is Figure 3 the virtual character B in), for the first virtual character A, the tactical name "forward run" 021 may be specifically displayed, and a circle diffusion effect 022 may be played, so as to provide dual visual feedback of static and dynamic, enabling the teammate of the first player to more timely notice that the first virtual character is performing tactical cooperation.
[0061] In an alternative embodiment, when the first virtual character receives different tactical execution instructions in a non-ball-holding state, the dynamic special effects played for the first virtual character can be the same or different. Some alternative examples will be provided below for reference.
[0062] In one example, taking the target tactical execution instructions including the forward run instruction and the support instruction in a football game, and the dynamic special effects including the circle gradually spreading under the virtual character (hereinafter simply referred to as the circle spreading effect) as an example, in response to the first virtual character receiving the forward run instruction in a non-ball-holding state, the tactical name "Forward Run" of the forward run tactic can be displayed above the head of the first virtual character controlled by the first player in the graphical user interface of the first player's teammates, and a blue circle spreading effect can be played under the feet of the first virtual character controlled by the first player.
[0063] In an alternative solution, in response to the first virtual character receiving the support instruction in a non-ball-holding state, the tactical name "Support" of the support tactic can be displayed above the head of the first virtual character controlled by the first player in the graphical user interface of the first player's teammates, and a blue circle spreading effect can be played under the feet of the first virtual character controlled by the first player, which is the same as the dynamic special effect played in response to the forward run instruction.
[0064] In another alternative solution, in response to the first virtual character receiving the support instruction in a non-ball-holding state, the tactical name "Support" of the support tactic can be displayed above the head of the first virtual character controlled by the first player in the graphical user interface of the first player's teammates, and a red circle spreading effect can be displayed under the feet of the first virtual character controlled by the first player to distinguish it from the dynamic special effect played in response to the forward run instruction.
[0065] In addition, in one of the embodiments of the present disclosure, in response to the first virtual character receiving the target tactical execution instruction in a non-ball-holding state, the dynamic special effect can also be played for the first virtual character in the graphical user interface of the player controlling the first virtual character.
[0066] In this embodiment, the dynamic special effect can be played not only in the graphical user interface of the first player's teammates, but also in the graphical user interface of the first player himself. In this way, not only can visual feedback of the first virtual character's ongoing tactical cooperation be provided to the first player's teammates, but also visual feedback of the first player's own ongoing tactical cooperation can be provided to the first player himself, thereby enhancing the immersion of the first player in the game.
[0067] Refer to Figure 3 (a) and Figure 3(b), in response to the first player's click operation on the forward insertion control, in the graphical user interface of the first player's teammate, a tactical indication identifier 021 of the target tactical execution instruction can be displayed for the first virtual character A, and a preset dynamic special effect 022 can be played. Refer to Figure 4 (a) and Figure 4 (b), in response to the first player's click operation on the forward insertion control, in the graphical user interface of the first player himself, a preset dynamic special effect 022 can be played for the first virtual character A. The tactical indication identifier of the target tactical execution instruction may not be displayed in the graphical user interface of the first player himself. Since the first player is the executor of the target tactical execution instruction and knows what instruction he needs to execute, there is no need to additionally display the tactical indication identifier of the target tactical execution instruction in the graphical user interface of the first player. In this way, redundant display of the target tactical execution instruction in the graphical user interface of the first player is avoided.
[0068] In addition, in one embodiment of the present disclosure, refer to Figure 3 (b), in response to the first virtual character receiving the target tactical execution instruction in the non-ball-holding state, a first relative position indication identifier 03 can also be displayed in the graphical user interface of the player controlling the teammate virtual character, where the first relative position indication identifier is used to indicate the relative position between the first virtual character and the virtual character currently in the ball-holding state.
[0069] Among them, the virtual character currently in the ball-holding state and the first virtual character may belong to the same camp or different camps. The first relative position indication identifier can facilitate the teammate of the first player to observe the positional relationship between the first player and the virtual character currently holding the ball, and quickly respond to the tactical cooperation of the first player based on this positional relationship.
[0070] In an alternative example of this embodiment, in response to the first virtual character receiving the target tactical execution instruction in the non-ball-holding state, the first relative position indication identifier can be displayed in the graphical user interface of the player controlling the first virtual character.
[0071] In another alternative example of this embodiment, in response to the first virtual character receiving the target tactical execution instruction in the non-ball-holding state, the first relative position indication identifier may not be displayed in the graphical user interface of the player controlling the first virtual character.
[0072] Further optionally, in response to the first virtual character receiving the target tactical execution instruction in the non-ball-holding state, and the tactic indicated by the target tactical execution instruction includes a tactic for the virtual sphere, the first relative position indication identifier can be displayed in the graphical user interface of the player controlling the teammate virtual character.
[0073] In this embodiment, when the first virtual character receives a target tactical execution instruction including a tactic for the virtual sphere in a non-ball-holding state, the first relative position indication mark can be displayed in the graphical user interface of the first player teammate. If the first virtual character receives a target tactical execution instruction that does not include a tactic for the virtual sphere in a non-ball-holding state, the first relative position indication mark may not be displayed in the graphical user interface of the first player teammate.
[0074] Optionally, the tactics for the virtual sphere include tactics that require performing actions on the virtual sphere (such as tackling), and tactics that require obtaining the virtual sphere (such as passing). Since the tactics for the virtual sphere need to interact with the virtual character currently holding the ball, displaying the first relative position indication mark can facilitate the first player teammate to quickly cooperate with the first player.
[0075] Based on the above embodiment, further optionally, during the execution of the target tactical execution instruction, the relative position between the tactical indication mark and the first virtual character can also be controlled to remain unchanged, and the display parameters of the first relative position indication mark can be adjusted according to the relative position between the first virtual character and the virtual character currently in the ball-holding state.
[0076] In this embodiment, the tactical indication mark remains displayed during the execution of the target tactical execution instruction and can move following the first virtual character. During the movement of the first virtual character and / or the virtual character currently in the ball-holding state, the positional relationship between the first virtual character and the virtual character currently in the ball-holding state will change. Therefore, the display parameters of the first relative position indication mark can also be adjusted in real time as the positional relationship changes.
[0077] Exemplarily, taking the first relative position indication mark as the connection line between the first virtual character and the virtual character currently in the ball-holding state as an example, when the first virtual character and / or the virtual character currently in the ball-holding state move, the length of this connection line can be adjusted accordingly.
[0078] Exemplarily, when the first virtual character and / or the virtual character currently in the ball-holding state move, the color of the first relative position indication mark can be adjusted. For example, when the distance between the first virtual character and the virtual character currently in the ball-holding state is less than d1, the first relative position indication mark can be displayed in red. When the distance between the first virtual character and the virtual character currently in the ball-holding state is greater than d1 and less than d2 (d2 > d1), the first relative position indication mark can be displayed in orange. When the distance between the first virtual character and the virtual character currently in the ball-holding state is greater than d2, the first relative position indication mark can be displayed in yellow.
[0079] In this way, the tactical instruction identifier can move following the first player role, and the tactical instruction identifier and the first virtual character will not be out of position, avoiding a sense of disconnection between the tactical instruction identifier and the first virtual character.
[0080] In one embodiment of the present disclosure, when the first virtual character currently belongs to the offensive camp, the tactical controls displayed in the graphical user interface of the first player may be different when the first virtual character is currently in the ball-holding state and the non-ball-holding state. It should be noted that the "different" here means not completely the same, rather than completely different.
[0081] In response to the first virtual character being in the ball-holding state, that is, the first virtual character is the ball-holding character in the offensive camp, a plurality of first tactical controls can be displayed in the graphical user interface of the player controlling the first virtual character; in response to the virtual character currently in the ball-holding state belonging to the same camp as the first virtual character, and the first virtual character being in the non-ball-holding state, that is, the first virtual character is the non-ball-holding character in the offensive camp, a plurality of second tactical controls can be displayed in the graphical user interface of the player controlling the first virtual character, where at least some of the plurality of second tactical controls are different from the plurality of first tactical controls.
[0082] Further optionally, in response to the virtual character currently in the ball-holding state belonging to a different camp from the first virtual character, and the first virtual character being in the non-ball-holding state, a plurality of third tactical controls can be displayed in the graphical user interface of the player controlling the first virtual character, where at least some of the plurality of third tactical controls can be different from the plurality of first tactical controls, and at least some of the plurality of third tactical controls can be different from the plurality of second tactical controls.
[0083] For example, when the first virtual character is in the ball-holding state and there is a shooting need, a shooting control applicable to the ball-holder in the offensive side can be displayed in the graphical user interface of the first player. However, for the virtual character that is currently in the non-ball-holding state, since it does not have the ball possession and there is no shooting need, the shooting control is not applicable to the player controlling the virtual character in the non-ball-holding state at this time. Therefore, in the graphical user interface of the teammate of the first player, the shooting control may not be displayed, but tactical controls such as forward runs and receptions applicable to cooperation in the offensive side are displayed. In the graphical user interface of the opponent player of the first player, the shooting control may not be displayed, but tactical controls such as pressing and tackling applicable to the defensive side are displayed, so that the tactical controls in each player interface can be adapted to the camp and state of the virtual character currently being controlled.
[0084] Exemplarily, such as Figure 5As shown, when the first virtual character is in the ball-holding state, the multiple first tactical controls 051 displayed in the graphical user interface of the first player may include a shooting control, a passing control, a sprint control, and a switching control. Among them, the switching control can be used to switch the controlled virtual character within the same camp. Optionally, it can only be switched between the virtual character selected by the player at the beginning of the game session and the AI virtual character in the same camp.
[0085] As Figure 6 shown, when the virtual character currently in the ball-holding state and the first virtual character belong to the same camp, and the first virtual character is in the non-ball-holding state, the multiple second tactical controls 052 displayed in the graphical user interface of the first player may include a forward run control, a support control, a sprint control, and a switching control.
[0086] As Figure 7 shown, when the virtual character currently in the ball-holding state and the first virtual character belong to different camps, and the first virtual character is in the non-ball-holding state, the multiple third tactical controls 053 displayed in the graphical user interface of the first player may include a tackle control, a pressing control, a sprint control, and a switching control.
[0087] In this embodiment, different tactical controls can be displayed according to the camp to which the virtual character belongs and whether it is in the ball-holding state, so that the virtual character can have tactical controls adapted to the current camp and the current character in different situations. The player can control the virtual character to perform adapted game behaviors through these tactical controls.
[0088] In the present disclosure, optionally, the same tactical control can also represent different tactical instructions through different triggering methods, and the present disclosure is not intended to limit this. For example, referring to Figure 3 (a) and Figure 3 (b), clicking on the forward run control can execute the forward run instruction, and the displayed tactical indication mark can specifically be "forward run". Referring to Figure 8 (a) and Figure 8 (b), swiping up the forward run control can indicate that the middle route insertion instruction is being executed, and the displayed tactical indication mark can specifically be "middle route insertion"; for another example, clicking on the pressing control can indicate that the pressing instruction is being executed, and swiping up the pressing control can indicate that the call for defensive cooperation instruction is being executed.
[0089] In one embodiment of the present disclosure, the method may further include the following steps S103 to step S104:
[0090] Step S103: During the game session, the first virtual camera can be aligned with the first virtual character for shooting, and the second virtual camera can be aligned with the teammate virtual character for shooting, so that the first virtual character is displayed in the graphical user interface of the player controlling the first virtual character, and the teammate virtual character is displayed in the graphical user interface of the player controlling the teammate virtual character.
[0091] In this step, during the entire game session, each virtual character controlled by a player corresponds to a virtual camera for shooting. In the player's graphical user interface, the player can always see the virtual character they control, as well as other virtual characters that appear within the field of view of the virtual camera corresponding to the virtual character they control. The first player can see the first virtual character they control in their graphical user interface, and the first player's teammate can see the teammate virtual character they control in their graphical user interface.
[0092] In this embodiment, during the entire game session, the field of view of the virtual camera corresponding to the virtual character being shot always includes that virtual character. That is, the virtual camera can perform perspective following on the controlled virtual character, rather than following the virtual sphere. The player can always see the virtual character they control during the game session.
[0093] Step S104: When the first virtual character is outside the field of view of the second virtual camera, a character indication identifier of the first virtual character is displayed at the edge of the graphical user interface of the player controlling the teammate virtual character.
[0094] Optionally, the character indication identifier can include one or more of the following: character avatar, character name, the game nickname of the player controlling the character, and of course, it is not limited to this.
[0095] In this embodiment, for the teammate of the first player, if the first virtual character is outside the field of view of the virtual camera corresponding to the teammate virtual character controlled by this teammate, the first virtual character can be displayed as a character indication identifier in the graphical user interface of this teammate, and this character indication identifier can be displayed at the edge of the graphical user interface of this teammate.
[0096] Optionally, the character indication identifier of the first virtual character can be displayed at the edge closest to the position of the first virtual character among the left edge and the right edge of the graphical user interface of the first player's teammate.
[0097] Exemplarily, referring to Figure 9The graphical user interface of the second player who controls the virtual teammate character E. At this time, the first virtual character A is outside the field of view of the second virtual camera that captures the virtual teammate character E, and the first virtual character A is closer to the left edge of the graphical user interface. Then, a character indication identifier 06a of the first virtual character A can be displayed at the left edge of the graphical user interface of the second player. Exemplarily, as Figure 9 shown, the character indication identifier 06a can include the avatar 061-a of the first virtual character A and the character name 062-a.
[0098] In addition, as Figure 9 shown, the virtual character G, which belongs to the same camp as the virtual teammate character E, is also outside the field of view of the second virtual camera at this time, and the virtual character G is closer to the right edge of the graphical user interface of the second player. Then, a character indication identifier 06g of the virtual character G can be displayed at the right edge of the graphical user interface of the second player. Exemplarily, as Figure 9 shown, the character indication identifier 06g can include the avatar 061-g of the virtual character G and the character name 062-g.
[0099] Based on the above embodiments, the above step S102 can be specifically implemented in the following manner: when the first virtual character is outside the field of view of the second virtual camera, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, a tactical indication identifier is displayed at the character indication identifier of the first virtual character in the graphical user interface of the player who controls the virtual teammate character.
[0100] Referring to Figure 10 (a) to Figure 10 (c), Figure 10 (a) shows the graphical user interface of the second player who controls the virtual teammate character E before the first virtual character receives a target tactical execution instruction in a non-ball-holding state. In this embodiment, the first virtual character A is outside the field of view of the second virtual camera that captures the virtual teammate character E controlled by the second player. When the first player clicks the forward plug control in the graphical user interface of the first player as Figure 10 (b) shows, so that the first virtual character A receives a forward plug instruction in a non-ball-holding state, a tactical indication identifier 02 can be displayed at the character indication identifier 06a of the first virtual character A located at the edge of the graphical user interface of the second player, including the forward plug tactical name 021 of "forward plug" and a circular diffusion animation effect 022, as Figure 10As shown in (c). In this way, when the first virtual character is out of the field of view of the first player's teammate, the tactical indication mark is not displayed at the first virtual character, but at the character indication mark of the first virtual character, avoiding the situation where the tactical indication mark cannot be observed by the teammate of the first player in time when the first virtual character is out of the field of view of the first player's teammate.
[0101] In addition, in an optional implementation manner, when the first virtual character is controlled by the player and the first virtual character is out of the field of view of the second virtual camera, the character indication mark of the first virtual character can be displayed at the edge of the graphical user interface of the player who controls the teammate virtual character.
[0102] In another optional implementation manner, whether the first virtual character is controlled by the player or by the game, when the first virtual character is out of the field of view of the second virtual camera, the character indication mark of the first virtual character can be displayed at the edge of the graphical user interface of the player who controls the teammate virtual character.
[0103] In one embodiment of the present disclosure, the method may further include the following steps S105 to step S106:
[0104] Step S105: In the game session stage, the first virtual camera can be aligned with the first virtual character for shooting, and the second virtual camera can be aligned with the teammate virtual character for shooting, so that the first virtual character is displayed in the graphical user interface of the player who controls the first virtual character, and the teammate virtual character is displayed in the graphical user interface of the player who controls the teammate virtual character.
[0105] This step can refer to the introduction content of the above step S103 and will not be elaborated here.
[0106] Step S106: When the first virtual character is within the field of view of the second virtual camera, the first virtual character is displayed in the graphical user interface of the player who controls the teammate virtual character.
[0107] In this embodiment, if the first virtual character is within the field of view of the second virtual camera that shoots the teammate virtual character, the character model of the first virtual character itself can be displayed in the graphical user interface of the player who controls the teammate virtual character.
[0108] Correspondingly, the above step S102 can be specifically implemented in the following manner: When the first virtual character is within the field of view of the second virtual camera, in response to the first virtual character receiving the target tactical execution instruction in the non-holding state, a tactical indication mark is displayed at the first virtual character in the graphical user interface of the player who controls the teammate virtual character.
[0109] Refer toFigure 3 In this embodiment, the first virtual character A is within the field of view of the virtual camera that is shooting the teammate virtual character B at this time. At this time, the graphical user interface of the player who controls the teammate virtual character B includes not only the virtual character B, but also the first virtual character A. In response to the first virtual character A receiving a forward-insertion instruction in a non-ball-holding state, a tactical indication mark 02 can be displayed at the first virtual character A in the graphical user interface of the player who controls the teammate virtual character B. In this way, when the first virtual character is within the field of view of the first player's teammate, the tactical indication mark is directly displayed at the first virtual character, so that the tactical indication mark can be observed by the first player's teammate in time.
[0110] In one embodiment of the present disclosure, the method may further include the following step S107: When the teammate virtual character is in a ball-holding state, in response to a triggering operation on the character indication mark for the first virtual character in the graphical user interface of the player who controls the teammate virtual character, control the teammate virtual character to pass the virtual sphere to the first virtual character.
[0111] Similarly, for the first virtual character, when the first virtual character is in a ball-holding state, in response to a triggering operation on the character indication mark for the teammate virtual character in the graphical user interface of the player who controls the first virtual character, the first virtual character can be controlled to pass the virtual sphere to the teammate virtual character.
[0112] That is, for multiple virtual characters in the same camp, if one of the virtual characters is currently holding the ball, the player who controls the virtual character can perform a triggering operation on the character indication mark of the teammate virtual character. In response to this triggering operation, the virtual character can be controlled to pass the virtual sphere to the teammate virtual character, so that fast passing can be realized based on the character indication mark of the teammate virtual character, improving the game operation efficiency.
[0113] In one embodiment of the present disclosure, the method may further include the following step S108: Display a second relative position indication mark at the character indication mark of the first virtual character in the graphical user interface of the player who controls the teammate virtual character, where the second relative position indication mark is used to indicate the relative position between the first virtual character and the teammate virtual character.
[0114] Refer to Figure 9, in the graphical user interface of the player controlling the virtual character E of the teammate, the first virtual character A in the same camp that is out of the field of view is displayed as the character indication identifier 06a. In addition, a second relative position indication identifier 07-a is also displayed at the character indication identifier 06a to indicate the relative position between the first virtual character A and the teammate virtual character E. Similarly, in the graphical user interface of the player controlling the teammate virtual character E, the virtual character G in the same camp that is out of the field of view is displayed as the character indication identifier 06g. In addition, a relative position indication identifier 07-g for indicating the relative position between the virtual character G and the teammate virtual character E is also displayed at the character indication identifier 06g.
[0115] In one embodiment of the present disclosure, the method may further include the following steps S109 to step S110.
[0116] Step S109: When both the first virtual character and the teammate virtual character are in a non-ball-holding state and the virtual character currently in the ball-holding state is outside the field of view of the first virtual camera, display the character indication identifier of the virtual character currently in the ball-holding state at the edge of the graphical user interface of the player controlling the first virtual character.
[0117] In this step, if the current ball-holding character is not in the camp of the first virtual character and the current ball-holding character is outside the field of view of the virtual camera that captures the first virtual character, the character indication identifier of the current ball-holding character can be displayed at the edge of the image user interface of the first player.
[0118] Step S110: When both the first virtual character and the teammate virtual character are in a non-ball-holding state and the virtual character currently in the ball-holding state is outside the field of view of the second virtual camera, display the character indication identifier of the virtual character currently in the ball-holding state at the edge of the graphical user interface of the player controlling the teammate virtual character.
[0119] In this step, if the current ball-holding character is not in the camp of the first virtual character and the current ball-holding character is outside the field of view of the virtual camera that captures the teammate virtual character, the character indication identifier of the current ball-holding character can be displayed at the edge of the image user interface of the first player's teammate.
[0120] Further optionally, in one embodiment of the present disclosure, the method may further include the following steps S111 to step S112.
[0121] Step S111: Display a third relative position indication identifier at the character indication identifier of the virtual character currently in the ball-holding state in the graphical user interface of the player controlling the first virtual character, where the third relative position indication identifier is used to indicate the relative position between the virtual character currently in the ball-holding state and the first virtual character.
[0122] Step S112: Display a fourth relative position indication mark at the role indication mark of the virtual role that is currently in the ball-holding state in the graphical user interface of the player who controls the virtual role of the teammate, where the fourth relative position indication mark is used to indicate the relative position between the virtual role that is currently in the ball-holding state and the virtual role of the teammate.
[0123] In this embodiment, in the graphical user interface of the player who controls the virtual role of the defensive camp, if the ball-holding role in the opposing camp (i.e., the offensive camp) is outside the field of vision of the player, in addition to being able to display the role indication mark of the current ball-holding role at the edge of the graphical user interface of the player, a relative position indication mark for indicating the relative position between the current ball-holding role and the virtual role of the defensive camp controlled by the player can also be displayed at the role indication mark of the current ball-holding role.
[0124] Refer to Figure 9 , in this embodiment, in the graphical user interface of the player who controls the virtual role of the defensive camp (such as virtual role E), if the ball-holding role F in the opposing camp (i.e., the offensive camp) is outside the field of vision of the player, the role indication mark 06f of the current ball-holding role F can be displayed at the edge of the graphical user interface of the player, and a relative position indication mark 07-f for indicating the relative position between the current ball-holding role F and the virtual role E can be displayed at the role indication mark 06f. Exemplarily, the role indication mark 06f may include the avatar 061-f of the ball-holding role F and the role name 062-f. In this way, it is convenient for the players in the defensive camp to quickly follow up the current ball-holding role and quickly achieve an offense.
[0125] Optionally, when the opposing camp holds the ball, the display parameters of the role indication marks of the virtual roles of the teammates in this camp and the role indication marks of the ball-holding role in the opposing camp may be different. Exemplarily, as Figure 9 shown, in the graphical user interface of the player who controls the virtual role E, the role indication marks of the virtual roles A and G of the teammates in this camp may be displayed within the solid-line circular frame, and the role indication mark of the ball-holding role F in the opposing camp may be displayed within the dashed-line circular frame, so as to facilitate the player to distinguish the virtual roles of the teammates outside the field of vision and the ball-holding role in the opposing camp. Another exemplarily, in the graphical user interface of the player who controls the virtual role E, the role indication marks of the virtual roles A and G of the teammates in this camp may be displayed in red, and the role indication mark of the ball-holding role F in the opposing camp may be displayed in blue.
[0126] Further optionally, on the basis of the above embodiment, the method may further include the following step S113: Display a ball-holding mark at the role indication mark of the virtual role that is currently in the ball-holding state.
[0127] Refer toFigure 9 In this embodiment, if the virtual character E belongs to the defensive camp, that is, all the virtual characters in the camp where the virtual character E belongs are in a non-ball holding state, then for the ball holding character F in the offensive camp outside the field of view of the virtual camera that shoots the virtual character E, in addition to displaying the character indicator mark 06f of the ball holding character F and the relative position mark 07-f used to indicate the relative position of the ball holding character F and the virtual character E, a ball holding mark 08 can also be displayed at the character indicator mark 06f of the ball holding character F, and the ball holding mark 08 can be used to indicate that the virtual character F indicated by the character indicator mark is currently in a ball holding state. In this way, the player controlling the virtual character E can quickly observe the approximate position of the ball holding character F in the opposing camp, so that he can attack the ball holding character F, or cooperate with teammates to attack the ball holding character F.
[0128] The information processing method in the game provided by the present disclosure, in the game match stage, multiple virtual characters of different camps can perform virtual interactions with respect to a virtual sphere, wherein the virtual characters of the same camp include a first virtual character and a teammate virtual character controlled by a player; in response to the first virtual character receiving a target tactical execution instruction in a non-ball holding state, a tactical indication mark is displayed for the first virtual character in a graphical user interface of the player controlling the teammate virtual character, wherein the teammate virtual character is in a ball holding state or a non-ball holding state, and the tactical indication mark is used to indicate that the first virtual character is executing the target tactical execution instruction. In the present disclosure, if the first virtual character in the ball game match receives a target tactical execution instruction when in a non-ball holding state, a tactical indication mark can be displayed for the first virtual character in the graphical user interface of the player controlling the teammate of the first virtual character, and through the tactical indication mark, the player controlling the teammate of the first virtual character can pay attention to the tactical coordination of the first virtual character in a timely manner and respond in a timely manner, thereby improving the coordination between virtual characters of the same camp in the ball game.
[0129] In a technical solution that can be applied to non-ball games, during the game stage, a notification icon can be displayed in the player's graphical user interface. The player can drag the notification icon to one of the game elements (such as game controls, game virtual objects), so that a notification message can be generated based on the game function that can be executed for the game element, and the notification message can be displayed in the graphical user interface of the player's teammates.
[0130] For example, the player can drag the notification icon to the return to city control, thereby generating a return to city notification message "Return to city quickly!" according to the return to city function corresponding to the return to city control, and displaying the return to city notification message in the graphical user interface of the player's teammates.
[0131] For example, the player can drag the notification icon to the non-player character K that needs to be attacked, thereby generating an attack notification message "Attack K!" according to the attack function executable for the non-player character K, and displaying the attack notification message in the graphical user interface of the player's teammates.
[0132] Compared with the above technical solutions, the technical solutions provided in the present disclosure have at least the following differences:
[0133] First, the present disclosure is aimed at ball games, in which players need to interact virtually with a virtual ball. Therefore, the virtual character has a conversion between the ball holding state and the non-ball holding state based on the virtual ball, and the character's camp has a switch between the offensive state and the defensive state. Accordingly, in the present disclosure, the display trigger of some identifiers (such as tactical indication identifiers) needs to be based on a specific character state, and the display trigger of some identifiers (such as the role indication identifier of a teammate's virtual character, the role indication identifier of the ball holding character in the defensive camp interface) needs to be based on a specific camp state.
[0134] Secondly, based on the existence of the virtual sphere, the present disclosure provides an indication strategy for the ball-holding character during tactical cooperation, that is, when it is necessary to execute tactics targeting the virtual sphere, the relative position indicator of the ball-holding character and the controlled virtual character can be displayed, thereby facilitating players to interact in the game regarding the ball possession of the virtual sphere.
[0135] Furthermore, in ball games, different camps need to compete for possession of the virtual sphere, and players in the same camp need a higher degree of cooperation to maintain or compete for possession of the ball. Therefore, players need to know the relative positions of their teammates to facilitate passing the virtual sphere or jointly seizing the virtual sphere. Therefore, in the present disclosure, the virtual characters of teammates out of field of vision can be indicated by character indicator marks and relative position indicator marks, thereby enhancing the cooperation experience of players in ball games.
[0136] Furthermore, in the present disclosure, when a player performs tactical coordination with teammates, a tactical indication icon is displayed for the tactics, rather than a notification message. The icon is a neutral and objective expression, while the notification message is a subjective expression, which is usually imperative and can easily cause disgust among players. Therefore, in the present disclosure, tactics are indicated by tactical indication icons, which are neutral and not imperative, and are not likely to cause disgust among players.
[0137] In addition, combined with the characteristics of ball games, most ball games adopt real ball game rules. The tactical names in real ball game rules are universal. For non-ball games, the game rules are usually specific to the game. Therefore, it is necessary to specifically construct the content of the notification message, and the content needs to be modified if it is inappropriate, which undoubtedly increases the development cost of the game. The tactical indication identifier in the present disclosure can include the tactical names in real ball game rules, without the need for construction, and there is no need to modify the content if it is inappropriate in the later stage, thereby reducing the development cost of the game.
[0138] Corresponding to the information processing method in the game provided by the embodiments of the present disclosure, the embodiments of the present disclosure also provide an information processing device in the game. As Figure 11 shown, the device 700 includes:
[0139] A sphere interaction module 701, configured to perform virtual interaction on a virtual sphere by multiple virtual characters of different camps during the game session. Among them, the virtual characters of the same camp include a first virtual character and a teammate virtual character controlled by a player;
[0140] A tactical indication module 702, configured to respond to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, and display a tactical indication identifier for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, where the teammate virtual character is in a ball-holding state or a non-ball-holding state, and the tactical indication identifier is used to indicate that the first virtual character is executing the target tactical execution instruction.
[0141] Optionally, the device further includes:
[0142] A first relative position indication module, configured to respond to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, and display a first relative position indication identifier in the graphical user interface of the player controlling the teammate virtual character, where the first relative position indication identifier is used to indicate the relative position between the first virtual character and the virtual character currently in a ball-holding state.
[0143] Optionally, the first relative position indication module is specifically configured to:
[0144] Respond to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, and the tactic indicated by the target tactical execution instruction includes a tactic for the virtual sphere, and display a first relative position indication identifier in the graphical user interface of the player controlling the teammate virtual character.
[0145] Optionally, the device further includes:
[0146] An identification adjustment module, configured to control the relative position between the tactical indication identification and the first virtual character to remain unchanged during the execution of the target tactical execution instruction, and adjust the display parameters of the first relative position indication identification according to the relative position between the first virtual character and the virtual character currently in the ball-holding state.
[0147] Optionally, the device further includes:
[0148] A player control module, configured to, when the first virtual character is controlled by a player and is in a non-ball-holding state, receive a touch operation for the target tactical execution instruction through the graphical user interface of the player controlling the first virtual character, so that the first virtual character receives the target tactical execution instruction in the non-ball-holding state.
[0149] Optionally, the tactical indication module is specifically configured to:
[0150] Display the tactical name of the tactic indicated by the target tactical execution instruction and play a preset dynamic special effect for the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
[0151] Optionally, the device is further configured to:
[0152] In response to the first virtual character receiving the target tactical execution instruction in the non-ball-holding state, play the dynamic special effect for the first virtual character in the graphical user interface of the player controlling the first virtual character.
[0153] Optionally, the tactical indication module is specifically configured to:
[0154] In response to the first virtual character receiving the target tactical execution instruction in the non-ball-holding state, control the first virtual character to execute the tactical action corresponding to the target tactical execution instruction, and display a tactical indication identification for the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
[0155] Optionally, the device further includes:
[0156] A first control display module, configured to, in response to the first virtual character being in the ball-holding state, display a plurality of first tactical controls in the graphical user interface of the player controlling the first virtual character;
[0157] A second control display module, configured to, in response to the virtual character currently in the ball-holding state and the first virtual character belonging to the same camp, and the first virtual character being in the non-ball-holding state, display a plurality of second tactical controls in the graphical user interface of the player controlling the first virtual character, where at least some of the plurality of second tactical controls are different from the plurality of first tactical controls.
[0158] Optionally, the device further includes:
[0159] A shooting and display module, configured to, during a game round, shoot the first virtual character through a first virtual camera and shoot the teammate virtual character through a second virtual camera, so that the first virtual character is displayed in the graphical user interface of the player controlling the first virtual character, and the teammate virtual character is displayed in the graphical user interface of the player controlling the teammate virtual character;
[0160] A character indication module, configured to, when the first virtual character is outside the field of view of the second virtual camera, display a character indication identifier of the first virtual character at the edge of the graphical user interface of the player controlling the teammate virtual character.
[0161] Optionally, the tactical indication module is specifically configured to:
[0162] When the first virtual character is outside the field of view of the second virtual camera, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, display the tactical indication identifier at the character indication identifier of the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
[0163] Optionally, the device further includes:
[0164] A shooting and display module, configured to, during a game round, shoot the first virtual character through a first virtual camera and shoot the teammate virtual character through a second virtual camera, so that the first virtual character is displayed in the graphical user interface of the player controlling the first virtual character, and the teammate virtual character is displayed in the graphical user interface of the player controlling the teammate virtual character;
[0165] A character display module, configured to, when the first virtual character is within the field of view of the second virtual camera, display the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
[0166] Optionally, the tactical indication module is specifically configured to:
[0167] When the first virtual character is within the field of view of the second virtual camera, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, display the tactical indication identifier at the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
[0168] Optionally, the device is further configured to:
[0169] When the teammate virtual character is in the ball-holding state, in response to a triggering operation on the character indication identifier of the first virtual character in the graphical user interface of the player controlling the teammate virtual character, control the teammate virtual character to pass the virtual sphere to the first virtual character.
[0170] Optionally, the device is further configured to:
[0171] Display a second relative position indication identifier at the character indication identifier of the first virtual character in the graphical user interface of the player controlling the teammate virtual character, where the second relative position indication identifier is used to indicate the relative position between the first virtual character and the teammate virtual character.
[0172] Optionally, the character indication module is specifically configured to:
[0173] When the first virtual character is controlled by a player and the first virtual character is outside the field of view of the second virtual camera, display the character indication identifier of the first virtual character at the edge of the graphical user interface of the player controlling the teammate virtual character.
[0174] Optionally, the device is further configured to:
[0175] When both the first virtual character and the teammate virtual character are in the non-ball-holding state and the currently ball-holding virtual character is outside the field of view of the first virtual camera, display the character indication identifier of the currently ball-holding virtual character at the edge of the graphical user interface of the player controlling the first virtual character;
[0176] When both the first virtual character and the teammate virtual character are in the non-ball-holding state and the currently ball-holding virtual character is outside the field of view of the second virtual camera, display the character indication identifier of the currently ball-holding virtual character at the edge of the graphical user interface of the player controlling the teammate virtual character.
[0177] Optionally, the device is further configured to:
[0178] Display a third relative position indication identifier at the character indication identifier of the currently ball-holding virtual character in the graphical user interface of the player controlling the first virtual character, where the third relative position indication identifier is used to indicate the relative position between the currently ball-holding virtual character and the first virtual character;
[0179] A fourth relative position indication identifier is displayed at the character indication identifier of the virtual character currently in the ball-holding state in the graphical user interface of the player controlling the teammate virtual character, where the fourth relative position indication identifier is used to indicate the relative position between the virtual character currently in the ball-holding state and the teammate virtual character.
[0180] Optionally, the device is further configured to:
[0181] Display a ball-holding identifier at the character indication identifier of the virtual character currently in the ball-holding state.
[0182] In the information processing device in the game provided by the present disclosure, during the game round stage, virtual characters of multiple different camps can perform virtual interactions on a virtual sphere. Among them, virtual characters of the same camp include a first virtual character and a teammate virtual character controlled by a player. In response to the first virtual character receiving a target tactical execution instruction in the non-ball-holding state, a tactical indication identifier is displayed for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, where the teammate virtual character is in the ball-holding state or the non-ball-holding state, and the tactical indication identifier is used to indicate that the first virtual character is executing the target tactical execution instruction. In the present disclosure, if the first virtual character in the ball game round receives a target tactical execution instruction when in the non-ball-holding state, a tactical indication identifier can be displayed for the first virtual character in the graphical user interface of the player controlling the teammate of the first virtual character. Through this tactical indication identifier, the player controlling the teammate of the first virtual character can timely pay attention to the tactical cooperation of the first virtual character and make a timely response, thereby improving the cooperation degree between virtual characters of the same camp in the ball game.
[0183] Next, an electronic device provided by an embodiment of the present disclosure will be introduced. Please refer to Figure 12 , Figure 12 which is a schematic structural diagram of the electronic device provided by an embodiment of the present disclosure. Among them, the information processing device described in the embodiments of the present disclosure can be deployed on the electronic device 800 to implement the functions in the embodiments of the present disclosure. Specifically, the electronic device 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (where the number of processors 803 in the electronic device 800 can be one or more, Figure 12 taking one processor as an example). Among them, the processor 803 can include an application processor 8031 and a communication processor 8032. In some embodiments of the present disclosure, the receiver 801, the transmitter 802, the processor 803, and the memory 804 can be connected through a bus or other means.
[0184] The memory 804 may include a read-only memory and a random access memory, and provide instructions and data to the processor 803. A part of the memory 804 may also include a non-volatile random access memory (NVRAM). The memory 804 stores processor and operation instructions, executable modules, or data structures, or subsets thereof, or extended sets thereof, where the operation instructions may include various operation instructions for implementing various operations.
[0185] The processor 803 controls the operation of the execution device. In a specific application, the various components of the execution device are coupled together through a bus system, where the bus system may include, in addition to a data bus, a power bus, a control bus, a status signal bus, etc. However, for the sake of clarity, all kinds of buses are referred to as a bus system in the figure.
[0186] The methods disclosed in the above embodiments of the present disclosure may be applied to the processor 803 or implemented by the processor 803. The processor 803 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above methods may be completed by the integrated logic circuit in hardware or instructions in software form in the processor 803. The above-mentioned processor 803 may be a general-purpose processor, a digital signal processor (DSP), a microprocessor, or a microcontroller, and may further include an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate, or transistor logic devices, discrete hardware components. The processor 803 may implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the methods disclosed in combination with the embodiments of the present disclosure may be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 804, and the processor 803 reads the information in the memory 804 and combines its hardware to complete the steps of the above methods.
[0187] The receiver 801 can be used to receive input digital or character information and generate signal inputs related to the relevant settings and function controls of the execution device. The transmitter 802 can be used to output digital or character information through the first interface; the transmitter 802 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; the transmitter 802 can also include display devices such as a display screen.
[0188] In an embodiment of the present disclosure, the application processor 8031 in the processor 803 is used to execute the information processing method in the game in the embodiment of the present disclosure. It should be noted that the specific manner in which the application processor 8031 executes each step is based on the same concept as each method embodiment in the present disclosure, and the technical effects brought by it are the same as those of each method embodiment in the present disclosure. For specific content, reference can be made to the description in the method embodiments shown above in the present disclosure, and details will not be elaborated here.
[0189] The embodiment of the present disclosure also provides a chip for running instructions, and the chip is used to execute the technical solution of the information processing method in the game in the above embodiment.
[0190] The embodiment of the present disclosure also provides a computer-readable storage medium, in which computer instructions are stored. When the computer instructions run on a processor, the processor is caused to execute the technical solution of the information processing method in the game in the above embodiment.
[0191] The embodiment of the present disclosure also provides a computer program product, including a computer program, and the computer program is used to execute the technical solution of the information processing method in the game in the above embodiment when executed by a processor.
[0192] The above-mentioned computer-readable storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, a magnetic disk or an optical disc. The readable storage medium can be any available medium accessible by a general-purpose or dedicated server.
[0193] It should be understood that the present disclosure is not limited to the exact structure already described and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is only limited by the appended claims.
[0194] Although the present disclosure is disclosed above in preferred embodiments, it is not intended to limit the present disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the scope defined by the claims of the present disclosure.
Claims
1. An information processing method in a game, characterized in that, The method includes: In the game round stage, virtual characters of multiple different camps conduct virtual interactions with respect to a virtual sphere. Among them, virtual characters of the same camp include a first virtual character and a teammate virtual character controlled by a player. In response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, a tactical indication mark is displayed for the first virtual character in the graphical user interface of the player controlling the teammate virtual character. Among them, the teammate virtual character is in a ball-holding state or a non-ball-holding state, and the tactical indication mark is used to indicate that the first virtual character is executing the target tactical execution instruction.
2. The method according to claim 1, wherein The method further includes: In response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, a first relative position indication mark is displayed in the graphical user interface of the player controlling the teammate virtual character. Among them, the first relative position indication mark is used to indicate the relative position between the first virtual character and the virtual character currently in a ball-holding state.
3. The method according to claim 2, characterized in that, The step of, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, displaying a first relative position indication mark in the graphical user interface of the player controlling the teammate virtual character, includes: In response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, and the tactic indicated by the target tactical execution instruction includes a tactic for the virtual sphere, a first relative position indication mark is displayed in the graphical user interface of the player controlling the teammate virtual character.
4. The method according to claim 2, characterized in that, The method further includes: During the execution of the target tactical execution instruction, control the relative position between the tactical indication mark and the first virtual character to remain unchanged, and adjust the display parameters of the first relative position indication mark according to the relative position between the first virtual character and the virtual character currently in a ball-holding state.
5. The method according to claim 1, wherein The method further includes: When the first virtual character is controlled by the player and in a non-ball-holding state, receive a touch operation for the target tactical execution instruction through the graphical user interface of the player controlling the first virtual character, so that the first virtual character receives the target tactical execution instruction in a non-ball-holding state.
6. The method according to claim 1, characterized in that, The step of displaying a tactical indication mark for the first virtual character in the graphical user interface of the player controlling the teammate virtual character includes: Display the tactic name of the tactic indicated by the target tactical execution instruction and play a preset dynamic special effect for the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
7. The method according to claim 6, wherein The method further includes: In response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, play the dynamic special effect for the first virtual character in the graphical user interface of the player controlling the first virtual character.
8. The method according to claim 1, wherein The step of, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, displaying a tactical indication mark for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, includes: In response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, control the first virtual character to execute the tactical action corresponding to the target tactical execution instruction, and display a tactical indication mark for the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
9. The method according to claim 1, characterized in that, The method further includes: In response to the first virtual character being in a ball-holding state, display a plurality of first tactical controls in the graphical user interface of the player controlling the first virtual character; In response to the virtual character currently in a ball-holding state and the first virtual character belonging to the same camp, and the first virtual character being in a non-ball-holding state, display a plurality of second tactical controls in the graphical user interface of the player controlling the first virtual character, wherein at least some of the plurality of second tactical controls are different from the plurality of first tactical controls.
10. The method according to claim 1, characterized in that, The method further includes: In the game round stage, use a first virtual camera to shoot the first virtual character and a second virtual camera to shoot the teammate virtual character, so that the first virtual character is displayed in the graphical user interface of the player controlling the first virtual character, and the teammate virtual character is displayed in the graphical user interface of the player controlling the teammate virtual character; When the first virtual character is outside the field of view of the second virtual camera, display a character indication mark of the first virtual character at the edge of the graphical user interface of the player controlling the teammate virtual character.
11. The method according to claim 10, wherein The step of, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, displaying a tactical indication mark for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, includes: When the first virtual character is outside the field of view of the second virtual camera, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, display the tactical indication mark at the character indication mark of the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
12. The method according to claim 1, wherein The method further includes: In the game round stage, use a first virtual camera to shoot the first virtual character and a second virtual camera to shoot the teammate virtual character, so that the first virtual character is displayed in the graphical user interface of the player controlling the first virtual character, and the teammate virtual character is displayed in the graphical user interface of the player controlling the teammate virtual character; When the first virtual character is within the field of view of the second virtual camera, display the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
13. The method according to claim 12, wherein The step of, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, displaying a tactical indication mark for the first virtual character in the graphical user interface of the player controlling the teammate virtual character, includes: When the first virtual character is within the field of view of the second virtual camera, in response to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, a tactical indication identifier is displayed at the first virtual character in the graphical user interface of the player controlling the teammate virtual character.
14. The method according to claim 10, wherein The method further includes: When the teammate virtual character is in a ball-holding state, in response to a triggering operation on the character indication identifier of the first virtual character in the graphical user interface of the player controlling the teammate virtual character, controlling the teammate virtual character to pass the virtual sphere to the first virtual character.
15. The method according to claim 10, wherein The method further includes: A second relative position indication identifier is displayed at the character indication identifier of the first virtual character in the graphical user interface of the player controlling the teammate virtual character, where the second relative position indication identifier is used to indicate the relative position between the first virtual character and the teammate virtual character.
16. The method according to claim 10, wherein The step of, when the first virtual character is outside the field of view of the second virtual camera, displaying the character indication identifier of the first virtual character at the edge of the graphical user interface of the player controlling the teammate virtual character includes: When the first virtual character is controlled by a player and is outside the field of view of the second virtual camera, displaying the character indication identifier of the first virtual character at the edge of the graphical user interface of the player controlling the teammate virtual character.
17. The method according to any one of claims 10-16, characterized in that, The method further includes: When both the first virtual character and the teammate virtual character are in a non-ball-holding state and the currently ball-holding virtual character is outside the field of view of the first virtual camera, displaying the character indication identifier of the currently ball-holding virtual character at the edge of the graphical user interface of the player controlling the first virtual character; When both the first virtual character and the teammate virtual character are in a non-ball-holding state and the currently ball-holding virtual character is outside the field of view of the second virtual camera, displaying the character indication identifier of the currently ball-holding virtual character at the edge of the graphical user interface of the player controlling the teammate virtual character.
18. The method according to claim 17, wherein The method further includes: A third relative position indication identifier is displayed at the character indication identifier of the currently ball-holding virtual character in the graphical user interface of the player controlling the first virtual character, where the third relative position indication identifier is used to indicate the relative position between the currently ball-holding virtual character and the first virtual character; A fourth relative position indication identifier is displayed at the character indication identifier of the currently ball-holding virtual character in the graphical user interface of the player controlling the teammate virtual character, where the fourth relative position indication identifier is used to indicate the relative position between the currently ball-holding virtual character and the teammate virtual character.
19. The method according to claim 17, characterized in that The method further includes: A ball-holding identifier is displayed at the character indication identifier of the currently ball-holding virtual character.
20. An information processing device in a game, characterized in that, The device includes: A sphere interaction module, which is used for virtual interaction of virtual characters of multiple different camps with respect to a virtual sphere during a game round. Among them, the virtual characters of the same camp include a first virtual character and a teammate virtual character controlled by a player. A tactical instruction module, which is used to respond to the first virtual character receiving a target tactical execution instruction in a non-ball-holding state, and display a tactical instruction mark for the first virtual character in the graphical user interface of the player controlling the teammate virtual character. Among them, the teammate virtual character is in a ball-holding state or a non-ball-holding state, and the tactical instruction mark is used to indicate that the first virtual character is executing the target tactical execution instruction.
21. An electronic device, characterized in that, Comprising: A processor, a memory, and computer program instructions stored on the memory and executable on the processor; When the processor executes the computer program instructions, it implements the information processing method in the game according to any one of claims 1 to 19 above.
22. A computer-readable storage medium, characterized in that, Computer program instructions are stored in the computer-readable storage medium, and when the computer program instructions are executed by the processor, they are used to implement the information processing method in the game according to any one of claims 1 to 19 above.